Okay, so I've seen a lot of feedback about the balcony overlooking final and how it is overpowered. I am seeing feedback though that mostly says "Hey, this is hard!". To which I respond, "well yes it's hard, its the final push!" One of my TF2 Design Beliefs is that for the final area an uber or some coordination or just sheer brute force is needed. (Why? because its the final area, feel satisfied by what you have done, if it was easy, where is the satisfaction?)
I believe that the balcony is balanced and would like to outline why I put it in, and why I think that as of now it is fine. That being said, if further tests show that it is too powerful, I will adjust as needed, but from the tests I have seen, it hasn't been that bad. (I do listen to feedback, but I do have my own vision for the map and need to make compromises.)
So here is what I was thinking when I put in the balcony:
Pro's:
- Solid Height Advantage over the point
- Safe from Spys
- Located next to spawn room.
Cons:
- Very small field of view for attacking
- Can be outranged from multiple locations.
- Players can hide behind cart and be fine (this has happened multiple times, blu won even with the sentry up).
- Can be demo spammed (atm, a little hard. will make easier next iteration).
Now, with that, I am hearing feedback that people would like a spy route perhaps. I don't see a need for it yet, but I will be taking it into consideration if I feel like the balcony is too overpowered.