Uriak
L8: Fancy Shmancy Member
- Apr 27, 2008
- 543
- 70
From yesterday testing session :
First session was kinda irrelevant with an half empty server and some people (like me ) who obviously knew the map.
The global feeling is that your second half capture zones can be really tricky to take unless reds aren't given the time to set up some kind of defense. You may afford more routes I think, since the CTF hud can allow any focused defender to perfectly pinpoint the position of the intel. I could intercept scouts or demomen trying a solitary action with this method.
The second session was more serious. In the first round, the tower can be a hell of fortress. Reinforcing the troops upstairs may be tricky, but teleporters can be placed in a very safe spot. maybe the fact that window sentry can protect both inside and outside is a bit too much, as they told your. On the second round, the spire capture zone did'nt play the way it did on our server test session : we couldn't witness the sentry pair that could prevent any jumping action. Generally, there weren't many rocket/sticky jumps and people climbed the spiral the old way.
My feeling is that a correcly positionned über could break the defending position easily. The gameplay type is somewhat equivalent to a instant capture point mode. Touching the objetive may be tricky but it's an instant win if you manage that.
The last point is like the 2nd and 4th, but more extreme. Super easy without sentries, super hard if a sentry pair can be positionned. I found the medium ammo and health pack in the two sentry positions to be a bit much, since the spawn is not far. You may consider replacing the HP by a little one instead, or moving the it to push engies to leave his cover to reach it. On our server, there are not many engineer, because our spies and demomen are quite taltented, but sentry spam can be a issue.
Finally, I told you about the possible griefing with overtime intel. I don't expect to be really present, but I'm wondering whether you could/should reduce the intel vanish time during overtime.
First session was kinda irrelevant with an half empty server and some people (like me ) who obviously knew the map.
The global feeling is that your second half capture zones can be really tricky to take unless reds aren't given the time to set up some kind of defense. You may afford more routes I think, since the CTF hud can allow any focused defender to perfectly pinpoint the position of the intel. I could intercept scouts or demomen trying a solitary action with this method.
The second session was more serious. In the first round, the tower can be a hell of fortress. Reinforcing the troops upstairs may be tricky, but teleporters can be placed in a very safe spot. maybe the fact that window sentry can protect both inside and outside is a bit too much, as they told your. On the second round, the spire capture zone did'nt play the way it did on our server test session : we couldn't witness the sentry pair that could prevent any jumping action. Generally, there weren't many rocket/sticky jumps and people climbed the spiral the old way.
My feeling is that a correcly positionned über could break the defending position easily. The gameplay type is somewhat equivalent to a instant capture point mode. Touching the objetive may be tricky but it's an instant win if you manage that.
The last point is like the 2nd and 4th, but more extreme. Super easy without sentries, super hard if a sentry pair can be positionned. I found the medium ammo and health pack in the two sentry positions to be a bit much, since the spawn is not far. You may consider replacing the HP by a little one instead, or moving the it to push engies to leave his cover to reach it. On our server, there are not many engineer, because our spies and demomen are quite taltented, but sentry spam can be a issue.
Finally, I told you about the possible griefing with overtime intel. I don't expect to be really present, but I'm wondering whether you could/should reduce the intel vanish time during overtime.