A:
The point overall was too big and the sentry nests on the far cliff side was too strong wrangled. Furthermore, pushing attackers were at too much of a disadvantage. Blue would constantly be attacked by the flank pushing through the other side of the map and spammed by the combo classes peeking the container route. Changes were aimed at reducing fighting distances and giving blue a safer approach to the point.
- added a flank that loops around the cliff to make engieneer nests there less effective
- decreased blue respawn wave time by 1s
- moved garage route choke closer to the point
- blocked off the container route which was too beneficial for the defending team and caused awkward combat angles
- gates to E now no longer close after capture
B:
Teams did not like holding the warehouse and instead almost all red players sat on the spawnroom ledge, which was small, cramped and awkward to fight around, causing not so enjoyable fights. The changes made to the point now encourage more of an aggressive holding position, and less awkward passive hold position.
- removed 2nd spawn exit for red team
- widened the ledge on which engineers would often build, but also slightly lowered it
- the choke now offers quicker rotation to the warehouse
- elevated the area before the warehouse to give blue a more comfrotable lobby-like zone
- decreased capture time from 12 to 10
C:
Teams seemed to struggle with capping C a lot. The point is far away and because of how quickly cap time goes down, it requires strong commitment. The corridor route was especially ineffective because of how easily blue could be flanked from E by soldier and scout. Changes were aimed at buffing the amount of pressure attackers can put on E, emphasizing quick rotations.
- blocked off the high ground catwalk route from red spawn to red room, this makes pressuring E and pushing C much safer for the blue team; this door now only opens after D is capped, to help attackers push last whilst simultanously encouraging red to contest red room
- elevated the ledge leading onto the point and widened the doorway leading into the windows room on C
- removed small red-sided health pack around connector
- added water back for no reason
D/E:
Pushing D is still paintful and despite continous nerfs, it remained the strongest hold on the map when defended properly. Changes were meant to nerf D/E simultanous defense, forcing red to step out and expose themselves to spam more if they want to fend off E cappers
- added a window frame to the ledge leading to D, this should make spamming that window and therefore denying red from killing the cappers easily
- blocked off more of the high ground at main choke, also making it impossible to stand on top of the metal sheets
- because the door to red room is closed before D is capped, attackers pushing D through the red room will be less exposed to the enemy flank
- increased red respawn wave time after D cap from 10s to 11s