That doesn't make a lot of sense, because if people can't reach a point unseen at all, how will backcaps ever happen? Both entrances to mid are in clear sight, and thus (especially on a watchful team or a lot of players) backcapping mid didn't seem an option ever to me. I'm not sure what your third flank was, but it has been suggested to create a route that exits underneath the point, a little more out of sight. It doesn't have to be a huge route, but more similar to granary's mid ramps, making it 2,5 routes to mid.
Back capping has never been a problem in my last ~16 tests but this was probably one of the fuller team tests so this does beg some questions, agreed. The majority of arguements have been along the lines of the ease of back capping:
VFIG said:
Colt said:
I've played several games where one team had reached the final point and their opponents have managed to hold, push back and go on to win the game.
That doesn't always work out well, though. In the game last night (I think it was), there was a constant back-and-forth, with first red capturing four of the five points, then blue pushing them all the way back but not being able to cap the final point, then red pushing all the way through (except the final point) again. This back-and-forth lasted until sudden death kicked in.
@ Blob
I suggested
this over at playstuff but got
this response.
I have been considering a third route to mid under the secondary route that comes out on the cliff ledge over looking CP3. This would be great for spies, as well. You might also be pleased to hear i'm adding a third route to CP2 from CP1 that bypasses the base's vestibule.
I have also been considering slowing the cap time at CP1 because of possible "ninja" caps but successful captures vs successful defences is standing somewhere at 9:7, and has 3 for and 3 against lengthening cap times at CP1. This leads me to believe it is balanced until further testing. If anything for a final control point it appears too easy to defend (noting use of a mobile defence with classes such as demos and pyro's). Which VFIG's quote supports.
This is interesting feedback as it contradicts over a month previous of testing feedback, but i was kinda looking for this kind of response because i was getting worried certain issues were slipping by.
I've never noticed an issue about class imbalances besides perhaps the spy having a lack of flanking manouvers between CP arena areas (though once accessed they are happy with sufficient flanking oppotunities). Plus engineers almost never setup teleporters. The map in general has been great for active engineers, almost exactly like badlands except less chances for turtling, which for 5CP i take as a plus. Teleporters have gone up but this is probably the most significant problem for the engineer, quicker than usual back and forth gameplay makes it hard to maintain teleporters, but with rush distances lower than usual because of the maps size no one seems to have complained. With areas so small sentries are incredibly effective at almost any position and engineers favour the mini sentries at 3 to 1.
Snipers generally favour behind CP2/on CP2 and where you've written "To here" on that image. I have to agree there arn't any obvious sniper positions and if there were, the back and forth gameplay makes it hard for an impatient sniper to just sit back and have enemies run into his sites. I have to say, it didn't seem like you had any trouble playing sniper after watching the demo's with you in, only does attacking CP1 become problematic for a rifle sniper.
I've had no complaints from medics and medic play has been incredibly coordinated, perhaps because it has been forced because of the layout, but i can't deduce that as a negative unless medics are saying they arn't enjoying it; and there are always medics on this map so i can't say otherwise.
I put a lot of your complaints about the team not knowing how the map plays. Such as defending the last point, which goes for any 5CP map really, the engineer needs to know he should stay back and throw up a defensive SG. Which was actually the case in the demo i downloaded, so it's not true that defensive SG's were too slow to go up in defense of CP1. But concerns about flanks at CP 2 and 3 seem justified and i'm working to address these problems.