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[Suggestion] River City, Night Or Day


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#1 destroika

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Posted 02 January 2015 - 05:38 PM

In team death match, the team that spawns on the West side of the map is immediately under fire from match time 00:01 and is forced to run to the citadel and is unlikely to ever stop being on the defensive. The East team can continuously put pressure on the West team and even cut them off from their assaults since they are the ones in the North West corner taking the free damage at the start. This map has a blatant balance issue from the team spawn locations with the map layout.

My first impulse is to request the immediate deletion of this map from so many bad experiences there and it is one of the worst maps for false line of sight. (Mining Colony and Tourmaline Desert are the other major ones for false line of sight). I request that it is at least pulled from the rotation for now until it can be adjusted.

#2 Firewuff

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Posted 03 January 2015 - 10:28 PM

Its not an issue. Players just need to be smart and group up fast. Usually i recommend the west team head for the upper city as yhe east team almost always hits b4 them b2. Its a far superior defensive position if used well.

#3 destroika

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Posted 03 January 2015 - 11:06 PM

The Western team is down on the delta. Weather they group North to take the upper city or group South to take the citadel, one part of the team or the other has to cross open water and duck season is open. The Eastern team has cover to shoot from and the Western team is out in the open. That's the balance issue I see here.

#4 Firewuff

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Posted 06 January 2015 - 02:45 AM

If you cross the water further back then the only shots they can take are from b4. That is ove a km. Erllas do about 2 points of damage at that range. Ac2s and er ppcs are virtually impossible to.hit with. Maybe gauss if you are a good shot. In either case the mechs who sit there risk being left behind on a push in either direction and become easy fodder for the advancing forces. If they move then there is no balance issue.





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