Seawall Battery

Issues regarding [!!!]Hirntot, 6 Map Standard Gameserver
Image
[!!!]Hirntot Server Player Stats
Forum rules
This is an international forum. PLEASE speak ENGLISH! If you have problems with english, please try to post in english and repeat the post in your motherlanguage.
Harlekin
Posts: 156
Joined: Sun Aug 12, 2018 10:06 am

Re: Seawall Battery

Post by Harlekin »

grag wrote:
Fri Sep 28, 2018 6:01 pm
I like the Idea of battery being the first map of the campaign.
Then Goldrush would be second map, with a even stronger Mortar and Field Ops. Benefit for defending team imho
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn »

Or we limit soldier to 0 class in goldrush then (setl b_levels_soldier "-1").
hyperloop
Posts: 92
Joined: Sat Aug 25, 2018 6:21 pm

Re: Seawall Battery

Post by hyperloop »

Please don't turn this into HBC. At the current rate with all the changes, wierded spawn times, custom spawn places, limits on classes etc the two servers are getting close in terms of settings. I understand the intentions of doing them but if a player can't brake his pattern of playing in though games, I got no sympathy. As I mentioned in a previous post, the maps aren't always the problem. As for Battery, I see when the team is communicating more, the default spawns don't pose that big of a disadvantage.
Harlekin
Posts: 156
Joined: Sun Aug 12, 2018 10:06 am

Re: Seawall Battery

Post by Harlekin »

All classes are part of the game. Et is class based and will always be. I'm against disabling classes at all or disable friendly fire. Limit of cvops to 3 is already a big limit as these cvops sometimes only spend time sniping instead of doing their job at the back, in the end we had before 5 or 6 cvops doing the same... Changes we made are done always with good intentions to bring benefits and will sometimes bring even more problems as we try to fix. The intention is to bring the attacking team into a situation to have a chance to see the objective at least.

Damn writing in phone sucks...
Monty on the Run
Posts: 240
Joined: Tue Sep 25, 2018 3:41 pm
Location: The Outer Reaches of your Mind

Re: Seawall Battery

Post by Monty on the Run »

Please, can we have the old Battery back?

Axis have caught on to the fact that about 70% of allies now choose to start map at the forward spawn at the back. Therefore, they trickjump down on beach and rush to the side to shoot them from behind. Axis now down on beach, shooting up at allies.

Usually the only time the axis are able to hold the CP at back with any sort of conviction is if you have a particularly disciplined lvl 3 fops calling artillery every 30 seconds. Otherwise the run allies have to make from their forward spawn to the CP is too short for axis to handle.

Meanwhile, a few axis sit in main bunker and wait for any action to happen. Nothing to snipe at on the far side, hardly anything to shoot at down at ramp construction area. Allies are now banking on axis holding the main bunker and keeping 4-5 players preoccupied there while they sneak in at the backdoor.

What made the old Battery work was that it was just as hard for allies to capture CP as it was to capture flag. Therefore, you saw their efforts fairly evenly distributed at both sides. Now however, all efforts are focused on CP and so we have one side of the map with very little action.
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn »

Can try enabling only the first advanced spawn, so 4 spawn front and the rest in water instead of 8 at front.
Monty on the Run
Posts: 240
Joined: Tue Sep 25, 2018 3:41 pm
Location: The Outer Reaches of your Mind

Re: Seawall Battery

Post by Monty on the Run »

I see ramp is now only destroyable by dynamite. This caused some confusion as we still saw the satchel sign on the map.

If you want to keep the ramp this way then it's my vote that all allies start by spawning in water.
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn »

You can destroy it with satchel 2 times instead of 4. Third time it's dyna only.
Monty on the Run
Posts: 240
Joined: Tue Sep 25, 2018 3:41 pm
Location: The Outer Reaches of your Mind

Re: Seawall Battery

Post by Monty on the Run »

I still maintain that all allies should start map by spawning in the water. Only gradually should they be allowed forward spawns. It won’t feel like Battery otherwise. There are several ways you can accommodate making allies’ lives easier, without giving them a forward spawn as starting point. Make the ramp completely indestructible for example.

I also propose that if allied spawn in water on far side is disabled then that area should no longer have spawn protection.
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn »

Would anyone prefer the forward bunker being permanently captured by Allies after holding 120 sec, kinda like it is on et_beach (50 sec)?
Post Reply