Stage 3 is one hell of a bitch.
Everyone agrees that it needs tweaking, and then I get a bunch of suggestions, all different from eachother

I've put a lot of though into the system, and the current one (a7) is the one I like the most so far. It does what I originally wanted it to do.
The carts rolldown with a high speed for 2 reasons: 1. the people who just killed all your mates can't easily follow the cart and ruin all chances of comback. and 2. because getting the enemy cart to fall should feel like an accomplishment, further fall = happy attackers.
The carts move at different speed (depending on who is in the lead) because: There must be a chance of comeback or else the game will end with the initial attack. This is very important. It also helps people on defence feel like they are actually contributing something to the team.
The carts move faster backwards than forwards because I want the option to end the game either way (pushing up or down). Also people are kinda forced to push the cart here, so it will inevitably climb higher along the path. The backwards speed increase is there to counter that progress somewhat (or it will always end by reaching the top).
I don't expect you guys to take all factors in consideration when making suggestions, it would take much longer than a 30 min gameday test to figure out how one speed change would affect everything else. So instead of pointing out what values I need to tweak, telling me what you
feel is wrong is actually a lot more helpful. (the number feedback is also nice, more than once someone has reminded me of tweak options/methods I completely forgot about)
For example I think I can solve a lot of peoples complaints if I can make it easier to defend at the bottom of the hill. No one has specifically suggested this. But as far as I can tell... that's what most number tweak suggestions actually want.
Messing with the numbers is useless if its a layout issue.
TLDR; Stage 3 is fucking complex, don't even try to make sense of it, everything implemented so far has a reason, to make it fair and fun for
both teams.
It seems no matter what numbers I edit, people still have problems with it. So I believe the problem maybe lies in the brushwork.
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