sniprpenguin
L6: Sharp Member
- Mar 14, 2008
- 266
- 258
Meant to bring this up awhile ago (When the prelims started), but I've got a few complaints.
Mind you, this was done in a 4v4 pub, meaning cap crits on.
We found that it was altogether too easy for a scout to grab the flag and then use the uppermost path (by the rocks, jumps straight down in front of the flag) to cap the flag, especially since a scout could double-jump onto the cap platform itself. The only way to stop them was to build a sentry on the ledge behind the rock up there, in which the sentry basically became impregnable with even a half-decent engie. If that route was really meant to be as short as it is, then it needs to be harder to get to it than it currently is.
I mean, using that route, with normal cap-crits on, a scout could cap the flag, return to the flagspawn, and go back to cap it again without losing the crits. This should definitely be changed for pubplay.
On a good note, this would make a fantastic KOTH map.
Mind you, this was done in a 4v4 pub, meaning cap crits on.
We found that it was altogether too easy for a scout to grab the flag and then use the uppermost path (by the rocks, jumps straight down in front of the flag) to cap the flag, especially since a scout could double-jump onto the cap platform itself. The only way to stop them was to build a sentry on the ledge behind the rock up there, in which the sentry basically became impregnable with even a half-decent engie. If that route was really meant to be as short as it is, then it needs to be harder to get to it than it currently is.
I mean, using that route, with normal cap-crits on, a scout could cap the flag, return to the flagspawn, and go back to cap it again without losing the crits. This should definitely be changed for pubplay.
On a good note, this would make a fantastic KOTH map.