While the performance of the second point has greatly increased, I still found it to be problematic. It'd require a big big push of BLU to have success, a push so large you'd see it on last of payload maps.
RED would also constantly take control of a very central room, which would also make them able to get past BLU's eyes behind them.
Something similar happened on the BLU side of red's last: BLU was given a lot of options, so teams constantly scattered and RED is able to sneak by, given it's impossible for BLU to cover a lot of the flanks.
So what is the goal of this update? Centralizing team control and once again making second less of a slog.
What was done? Both Second and Last now have The Room(tm) - a room that BLU should have under control and a room which will give them access to all relevant ways to attack. For all I know this fired back hard and made the issue of RED controlling it even worse, but I'd hope not!
MAJOR CHANGES:
- the building in the middle now has it's backwards door closed; This means RED no longer has easy access to the room. The room also now has a dropdown which opens after the first point has been capped to allow BLU to quickly shift gears to the objective when needed + access the lower flank. Outside of this, the room now leads to the "highground flank" of the first point. This should also encourage BLU more to actually use it!
-- So RED still has easy access to all their relevant positions, a staircase which will retract after the point has been capped has been added.
- Time gain has been shortened now that the general functionality of points have been proven
- fixed a few sightlines
- Closed tunnel entrance at last; can now be reached via the room which leads to the highground
- said room also has access to the dropdown area via a convenient plank
- deathpit at RED's last was replaced with a cliff, still has a roof over it though so you dont instantly fall into it
- various misc fixes such as HP/ammo reductions and playerclip fixes or a new window.
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