uma plata
L6: Sharp Member
- Jan 20, 2009
- 294
- 93
I figured snipers would have a hoot with it, so I went with it. It's not OP, I hope.
Naa, not at all. Hilarious, but not OP!
I figured snipers would have a hoot with it, so I went with it. It's not OP, I hope.
understood.
On another note: after observing some full server games, it is now possible to win, but the stalemates are still very present.
I'm seriously thinking of implementing dynamic cart speeds:
Attackers will push the cart at 2.0x speed.
Defenders will push the cat at 1.5x speed. (Used in B2)
this way, if one team can successfully clear out the enemy, they should be able to make significant advances. This is similar to 5CP maps, where the Defending team's active CP's capture time is almost always twice as fast.
In addition, the max round time will be reduced to 6 minutes
Last time I played and noticed the 'time stacking'. ie: cart goes across point + time, cart gets pushed back right away + time.
I don't see the problem. The map will cap it at 6 minutes.
Because the cart is destroyed?
Isn't it possible to freeze it's movement and hide the model? (kill the model and all tracks)
Then it's a problem with the layout. I am not going to look for a bandaid solution such as complex timer systems.
In the many hours I've spent hopping from server to server, I've found that most rounds barely exceeded the 6 minute mark. I feel that this is the perfect time to set the round time to.
Also, regarding GrimGriz's problem, maybe you could decrease max round time by 30 seconds for each cap. That way, endless back-and-forth movements would be limited.