1
Map Arrangement Problem
Started by Master Q, Jul 22 2013 05:28 AM
10 replies to this topic
#1
Posted 22 July 2013 - 05:28 AM
In the new meta (where sniperism is still king) I've noticed something disturbing in my past few drops on River City. Whichever team spawns on the high side (Sigma) gets to either (a) take a few steps forward or ( jump on the dropship and from there, actually has a perfect sniping window to hit the enemy spawn zone, entire river, or the gap below low and high-side city.
Essentially, the arrangement of this map makes it so that the high-side team gets a bunch of free potshots while the other team has to dive for cover on launch.
Now, there's a pretty simple solution: change the spawn zones and score zones to drop the teams at Kappa and Epsilon, rather than the current Sigma and Gamma. Teams can fight over the high or low sides, with the river in the center, rather than making the map a killing field with an obvious tilted advantage.
Essentially, the arrangement of this map makes it so that the high-side team gets a bunch of free potshots while the other team has to dive for cover on launch.
Now, there's a pretty simple solution: change the spawn zones and score zones to drop the teams at Kappa and Epsilon, rather than the current Sigma and Gamma. Teams can fight over the high or low sides, with the river in the center, rather than making the map a killing field with an obvious tilted advantage.
#2
Posted 22 July 2013 - 06:24 AM
I totally agree 100% all day long. It would also make the map seem larger since there would be more distance to each base from the starting point. Make it so number 1!
Though they might need to move the "Kappa" start point in a little bit in those buildings so it can't be sniped at from the palace so easily. This is to balance the fact that Epsilon has a ridiculous amount of cover.
Though they might need to move the "Kappa" start point in a little bit in those buildings so it can't be sniped at from the palace so easily. This is to balance the fact that Epsilon has a ridiculous amount of cover.
Edited by CapperDeluxe, 22 July 2013 - 06:26 AM.
#3
Posted 22 July 2013 - 06:35 AM
I see the point here =)
...But aren't most weapons out of range?
...But aren't most weapons out of range?
#4
Posted 22 July 2013 - 09:45 AM
Infosus, on 22 July 2013 - 06:35 AM, said:
I see the point here =)
...But aren't most weapons out of range?
...But aren't most weapons out of range?
ERPPC and Gauss can still do something like 75% of the damage at the ranges starting at on that map
but the problem as I see it isn't that you can shoot the enemies, so much as you can see exactly which way they went. It takes the fun out of finding out which way they went later in the map.
#5
Posted 22 July 2013 - 01:39 PM
CapperDeluxe, on 22 July 2013 - 09:45 AM, said:
ERPPC and Gauss can still do something like 75% of the damage at the ranges starting at on that map
but the problem as I see it isn't that you can shoot the enemies, so much as you can see exactly which way they went. It takes the fun out of finding out which way they went later in the map.
but the problem as I see it isn't that you can shoot the enemies, so much as you can see exactly which way they went. It takes the fun out of finding out which way they went later in the map.
"I's over, Anikin! I have the high-ground!"
Huh. Being above your opponent is actually worth something? No wai! The caveat to that is you need to leave a team member behind to make sure the enemy team doesn't pull any sneaky trickses on you (like faking going one way and then coming through the river right to your front door - surprise!).
#6
Posted 22 July 2013 - 01:52 PM
River City has always had this problem. One spawn has a huge advantage. You'd think the map designers would have anticipated this, but no. Now that they have already invested the huge sum it supposedly costs to make a map, it seems unlikely to be fixed.
#7
Posted 22 July 2013 - 01:56 PM
jeffsw6, on 22 July 2013 - 01:52 PM, said:
River City has always had this problem. One spawn has a huge advantage. You'd think the map designers would have anticipated this, but no. Now that they have already invested the huge sum it supposedly costs to make a map, it seems unlikely to be fixed.
I'm not entirely convinced of this... although I know the "initial advantage" is there, but in the grand scheme of things (with respect to this map) is that it doesn't have the same kind of imbalance that Alpine has.
For instance... if you spawn @ the upper city spawn, going to the upper city spawn can be a disadvantage vs cappers going via the lower city area. Also, the lower city fighting areas tend to favor the lower city spawn group... at least in my experience.
Nothing is clear cut on River City IMO... but whatever I guess.
#8
Posted 22 July 2013 - 03:25 PM
The initial advantage is really big, because you often know which way the lower-spawn-team has decided to go without exposing your team's plans. Even if you don't manage to hit any enemies who are crossing the water (and they are real easy to hit during the RC daytime) you get to count how many go that way.
The upper-spawn-team can also easily defend the upper-city without much risk, and can cover the water with THE SAME UNITS THAT CAN SHOOT INTO UPPER without much risk. That spawn's advantages are tremendous.
The only thing the lower team has going for it is that tall building in the water.
The upper-spawn-team can also easily defend the upper-city without much risk, and can cover the water with THE SAME UNITS THAT CAN SHOOT INTO UPPER without much risk. That spawn's advantages are tremendous.
The only thing the lower team has going for it is that tall building in the water.
#9
Posted 22 July 2013 - 03:28 PM
We aint got no where to go. Why? cause the maps are to damn small.
#10
Posted 22 July 2013 - 09:21 PM
Yes - the narrow firing lane as teams cross from water to lower citadel is a bad spawn point issue - a touch more cover in that are would probably be good.
#11
Posted 22 July 2013 - 09:26 PM
Honestly, a little fog in the low lying areas would fix this problem pretty well IMO.
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