A
- Small changes to A, gameplay mostly the same. A bit of an encouragement to not hold as far.
B
- B gets extra high ground spot
C
- No changes to C yet. Can't tell how good of a hold it is.
D
- Removed the back stairs leading to the mid house when going from C to D. Now only mobile classes can contest house as attackers
- Slightly lowered D point when B is capped
- Added extra window on D to shoot from. Also, sentries should now auto target players on the point
- Added the possibility for all classes to escape from D by jumping on the pipes
- Very slightly increased D cap time. Now it matches that of steel
- Added a railing for A side attackers to protect against airblasts
- Fixed an annoying sightline
Will think about opening up a way to attack D after B is capped instead of waiting for C doors to open. A door to D would slowly be closing while the doors to C slowly open. This would let attackers capitalize on a wipe and try to go for D straight away, but it would require a real commitment to work as the door will eventually close completely.
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