Home » General Discussions » Heated Discussions and Debates » Map rating
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Re: Map rating [message #458094 is a reply to message #372303] |
Wed, 19 October 2011 00:31   |
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Goztow
Messages: 9750 Registered: March 2005 Location: Belgium
Karma: 14
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General (5 Stars) Goztoe |
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Ah see Liquid, there's where our opinion differs. For me, the standard maps are ideally played with 8 to maximum 24 players. This does, of course, change the outcome.
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Nod had Complex, Hourglass, Islands, Mesa, Walls_Flying, and Canyon by the balls
Complex and Islands were a Nod win nearly 4/5 of the time
GDI maps included (surprisingly) City and City_Flying, and Walls
Volcano was nearly dead even, which is why i like it so much
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Islands needs a little "tweak" to make it more even, by allowing the MRLS to shoot the hon from right over the first river. That's actually no tweak, it's just allowing what the map "offers". That way Nod is forced to move up and GDI can pump out their meds to level up the field.
Mesa -> I did mention the deadzones. Mesa2 is actually a GDI map IMO.
Complex -> it's just a matter of surviving the first 5 minutes.
Walls flying -> GDI should be able to beat Nod with their superior rifles, getting crate and killing the Nod harv while protecting their. If they cannot do this, then they very well deserve to loose. If they can do this, then it's simply a matter of med tanks and a few havocs, right?
Canyon -> same as Walls flying.
Volcano is one of my favorite maps.
Generally speaking it is simply easier to win with Nod on public servers because you need less teamplay and the arty spam is just plain obvious. But that doesn't mean the game isn't balanced.
Also in bigger games, which you refer to, the vehicle limit is an immediate advantage for Nod with their arty splash / huge firepower. 7 teched arts will beat 7 repaired meds, but in e.g. 5v5 5 meds will beat 3 arts with 2 techs.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
[Updated on: Wed, 19 October 2011 00:34] Report message to a moderator
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Re: Map rating [message #458104 is a reply to message #372303] |
Wed, 19 October 2011 03:48   |
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Goztow
Messages: 9750 Registered: March 2005 Location: Belgium
Karma: 14
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General (5 Stars) Goztoe |
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Of course Renegade was made for smaller player counts as well, considering how small most standard maps are. It was created in 2002, when you could hardly get a FPS of 10 with more than 20 players. I don't understand why none of the big communities run servers with smaller player counts anymore.
You'll never be able to really balance things out by changing one or the other vehicle's stats. If you start doing this, you'll rapidly realize that the change you made has an impact on other parts of the game, which will force you to change other values again. The only exception may be the transport heli which really just needs decent armour versus light weapons.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
[Updated on: Wed, 19 October 2011 03:48] Report message to a moderator
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Re: Map rating [message #458116 is a reply to message #372303] |
Wed, 19 October 2011 09:20   |
iRANian
Messages: 4312 Registered: April 2011
Karma: 1
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General (4 Stars) |
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how come nod wins some maps 80% of the time with them then?
anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool
[Updated on: Wed, 19 October 2011 09:21] Report message to a moderator
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Re: Map rating [message #458118 is a reply to message #458117] |
Wed, 19 October 2011 10:27   |
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Jerad2142
Messages: 3816 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Harvester probably has to move an extra meter for one team thus slowly delaying their income more and more as the game proceeds, thus giving that team a disadvantage on that map.
iRANian wrote on Wed, 19 October 2011 10:20 |
anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool
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46.5 points per artillery means you have to kill 15.5 basic infantry to break even with one arty (assuming no one else is damaging the infantry or the vehicles).
[Updated on: Wed, 19 October 2011 10:33] Report message to a moderator
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Re: Map rating [message #458122 is a reply to message #458108] |
Wed, 19 October 2011 12:07   |
Sean
Messages: 822 Registered: February 2009
Karma: 0
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Colonel |
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liquidv2 wrote on Wed, 19 October 2011 04:56 |
Caveman wrote on Wed, 19 October 2011 06:05 | Also I don't think the MRLS is underpowered at all.. Yeah it sucks when up close against an arty but from a distance, like on field from entrance to entrance my MRLS usually outbeats a arty purely down to 6 lock.
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that's if you get an arty one on one
in a game where there's, say, 15 players on the other team you may not get that opportunity
a teched arty will beat a hotwired mrls in a war of attrition
such is renelife
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You're kidding right?
A good mrls player > a good arty player, in terms of killing the support if you know how to aim the mrls properly.
Head admin at TmX (The Matrix Sniper server)
irc.thematrixserver.com
The Matrix Sniper: 188.138.84.134:4576
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Re: Map rating [message #458127 is a reply to message #458116] |
Wed, 19 October 2011 14:19   |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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iRANian wrote on Wed, 19 October 2011 09:20 | how come nod wins some maps 80% of the time with them then?
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because at least half the people in public servers don't know what they're doing. i don't like saying it but it must be said.
Quote: | anyway infinite ammo is just terrible once the killwhoring starts and it makes 1000$ infantry way too powerful, last time i played on a server with that enabled i killed 20-25 arties on field with a jet and i only had to kill myself 2 times because i couldnt be arsed to refill. incredibly lame. i still was ranked 10th or so because i wasnt getting any points for killing/damaging the arties, just for killing infantry, pretty cool
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sorry, what's "killwhoring"? is that killing lots of infantry because the enemy can't kill you? that's a good thing, isn't it? either you're very good or the enemy just plain sucked. none of them could snipe you back, none of them were bright enough to get a heavy vehicle, none of them had the teamwork to gang up on you. so in a nutshell, the enemy had no sniping skill, no teamwork, and not enough of a fucking brain to get any heavy vehicles, against which a havoc/sakura are useless. no, 1000 infantry aren't too powerful with infinite ammo; indeed they aren't worth 1000 unless they have infinite ammo. your opposition just plain sucked. they all got arties and thus they couldn't handle a gdi team that was prepared for arties; if they were bright enough to get some lights as well they would have done better.
this is also why arties are not overpowered, and why nod can't only get arties.
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