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Posted: Wed Oct 04, 2006 10:10 pm
by Urtho
DW_Hornet wrote:Urtho those numbers dont really sound right, it sounds like way to much.
I assume you mean my link count numbers. They aren't "way too much" at all. Some of us like to use the link gun as a weapon besides a tool in ONS. Given how much damage both nodes and vehicles will take when you consider the small nature of the map as well as how fast it will happen for this amount of players, having more than is standard for link is a good idea.

Tweak it downward slightly if you still don't agree but it should not drop below 120 for any locker and bases should have more still - 140 or even 150. That 120 low number is only 50 more than the minimum and it will quickly be used up on a confined map like this one either with fighting or healing/building.

Posted: Sat Oct 07, 2006 12:13 pm
by DW_Hornet
Urtho wrote:
DW_Hornet wrote:Urtho those numbers dont really sound right, it sounds like way to much.
I assume you mean my link count numbers. They aren't "way too much" at all. Some of us like to use the link gun as a weapon besides a tool in ONS. Given how much damage both nodes and vehicles will take when you consider the small nature of the map as well as how fast it will happen for this amount of players, having more than is standard for link is a good idea.

Tweak it downward slightly if you still don't agree but it should not drop below 120 for any locker and bases should have more still - 140 or even 150. That 120 low number is only 50 more than the minimum and it will quickly be used up on a confined map like this one either with fighting or healing/building.
Still 120 at nodes is too much. People need to learn to work together linking not sitting there and deathmatching if they want to win. One node takes ~120 link by yourself, doing this will propergate the thought hey i dont need these noobs to win. Also lets not forget the proximity of the 2 of the nodes to the cores. You can shoot link at the core with 2 people linking you, it will be over in seconds.

Posted: Sat Oct 07, 2006 5:47 pm
by Urtho
DW_Hornet wrote:One node takes ~120 link by yourself, doing this will propergate the thought hey i dont need these noobs to win.
Do you seriously think any single person can build a node by themselves on this map? Unless the other side falls completely asleep or is just simply incompetent, all of the nodes that aren't locked are going to be under near constant attack given how close enemies will spawn to them. A person alone with 120 link would be hard pressed to get a node half built under those conditions. The default of 70 is not enough for most maps but especially on tight ones such as this it is a bad idea.
Also lets not forget the proximity of the 2 of the nodes to the cores. You can shoot link at the core with 2 people linking you, it will be over in seconds.
That is a seperate issue altogether, but yes that is something that should also be looked into getting fixed. A core should never be open to direct fire from such a closely placed and linked node. Some additional clutter or broken buildings or even one of the train cars could be used to break up that direct line of sight problem.

Posted: Sat Oct 07, 2006 6:02 pm
by DW_ToxicWaste
Yeah, actually the open core is a serious problem that escaped our analysis.

Posted: Sat Oct 07, 2006 7:47 pm
by Zax_Gentoo_Box
Wow, so much fuss over link guns... If you ask me, having 120 in lockers and a few ammo packs lying around will do the trick, seeing as if someone wants more they can get it. And seriously, I've never seen someone do that thing with the core, though I guess it's possible.

Posted: Sat Oct 07, 2006 9:11 pm
by DW_ToxicWaste
I put link primary into the core all the time on Spiffy. Nothing the enemy can do about it. I can stand 100 miles away and do hefty damage. Need to put another rail car in the way or something.

And if I'm not mistaken, isn't one core completely visable from the side door, and one core isn't? I seem to remember that for some reason.

Rich (TW)

Posted: Sun Oct 08, 2006 10:26 pm
by Urtho
ToxicWaste wrote:I put link primary into the core all the time on Spiffy. Nothing the enemy can do about it. I can stand 100 miles away and do hefty damage.
You don't say...
Image Two other problem items of a more technical nature that I saw in a game last night.

Problem #1 - very bad HOM effect when viewing the middle node while zoomed Image Problem #2 Image I'm not sure #2 is an actual problem worth worrying about overly much but I figured I'd mention it. What is happening here is that the buildings in the distance that are in and around the red node being built are "popping" in and out of view. In this shot they are hidden, but taking a single step forward and they all suddenly pop up. It's more of a graphical distraction than a real serious gameplay issue but I figured I'd mention it.

In any case, I'm still not sold on the fixes we've tried on this one. It is still nearly impossible to come back once a team loses control of nodes 2/5. Instead of a paladin spawning in at 4 as a "reward" vehicle for getting that node up and allowing the winning side to simply shield those nodes while the other half of their team pounds on the open core, how about we give each core a paladin to give a losing side a chance at a comeback and spawn a manta at 4 as the reward? A single manta isn't going to grossly imbalance the map I don't believe.

Posted: Sun Oct 08, 2006 11:01 pm
by DW_Hornet
Urtho i removed every single antiportal on the map, and im still getting Hall of mirrors. I cant find a solution to it, i personally have seen it by the turrets, and the tank comming out of the blue base. Maybe ill do a version with every single blocking volume removed too.

Posted: Mon Oct 09, 2006 2:40 am
by DW_e_aLpHa
-- Ill look at that map later today .. and see what It looks like have not noticed those before .. :idea:

Posted: Sun Oct 15, 2006 8:20 pm
by DW_ToxicWaste
Hey guys, is there an update on this? The worst thing we can do is let these things drag on into beta 38 and then hop on to more exciting "new" projects. You guys have all been working very hard for a couple of weeks now, but we have no final releases yet.

I like Urtho's idea of vehicles for this one. Although I'm not a big believer in letting the team that has lost all the nodes have a decent chance to come back (they got what they deserved) it does allow them to use tactics if they're smart enough to come back.

However I was in a game of spiffy the other day where the teams had a nice back and forth match. Each team hit the other's core and dominance changed 3 times.

Asd for development, each of the mappers should try to focus on ONE map at a time, and stay on it until it's done.

Rich (TW)