Seawall Battery
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Re: Seawall Battery
We can try . We'll see what comes out of it.
Man really only has what is in him.
Re: Seawall Battery
Nexus used a good version of Battery. It removed all the retarded railings on the stairs, it made hallways bigger, it didn't allow for landmines at the back, made a second main bunker entrance etc. Only decent version of Battery I ever played.
It was called battery_sw3 or something along those lines.
It was called battery_sw3 or something along those lines.
Is a bad idea, I think we tried it on oasis as well. All this does is change the game from grouped up spawns to a constant stream of players respawning. It destroys a key aspect of ET gameplay.1. The faster attack waves. reduce spawn time from 20 to eg 10. and increase it for building cp, and claiming forward bunker to 20 again.
Re: Seawall Battery
And what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...
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Re: Seawall Battery
F1c0rnn wrote: ↑Thu Apr 11, 2019 12:29 pmAnd what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...
Re: Seawall Battery
I would add smth like 10 min of map left or smth like thisc0rnn wrote: ↑Thu Apr 11, 2019 12:29 pmAnd what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...
Re: Seawall Battery
How exactly do you mean?
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Re: Seawall Battery
Allies have already been given enough advantages on this map; to the point where some players now seem confused and fail to adapt their game - example: they can't fathom why there's no lvl3 artillery on this map, why the ramp can't be destroyed with satchel after x builds, what really is the spawn protected area down on beach, how many allies have forward spawn at side, etc. If you had predicted 5 years ago that Hirntot would one day make all these changes to a classic map like Battery, they would say you are crazy.
The only time I see allies being completely lost on this map is if they have only 1 (or zero) engis, and that engi does a poor job of getting up to the CP area to construct. To that end, my suggestion of enforced class balance is the way forward. It's a bad game when allies all want to play medic and the other classes are ignored.
Re: Seawall Battery
+1 on this version. Bigger hallways.evirdrevo wrote: ↑Wed Apr 10, 2019 5:28 pmNexus used a good version of Battery. It removed all the retarded railings on the stairs, it made hallways bigger, it didn't allow for landmines at the back, made a second main bunker entrance etc. Only decent version of Battery I ever played.
It was called battery_sw3 or something along those lines.
Re: Seawall Battery
http://activegamer.net/et/map/722-SW_Ba ... inal).html
plz check it out, it has an extra entrance to the main bunker which can be blown with dyna. It has bigger hallways and removed all the unnecesary railings and the the back is lot easier on allies as the map doesnt allow for landmines.
Its the only decent version of Battery I ever played and makes it more fun for both axis and allies to play while hardly changing the map.
plz check it out, it has an extra entrance to the main bunker which can be blown with dyna. It has bigger hallways and removed all the unnecesary railings and the the back is lot easier on allies as the map doesnt allow for landmines.
Its the only decent version of Battery I ever played and makes it more fun for both axis and allies to play while hardly changing the map.