ONS-SpaceCargo

Anything about UT2004 mapping, Uscripting & more
salko
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Re: ONS-SpaceCargo

Postby salko » Mon 20. Mar 2017, 08:35

My opinion: relics can be removed, but superweapons must be removed (or decreased). Speed relics is my favorite relics on this map, but i can play without it.
Example of gameplay player "Crazy" (good player): take speed relics and then only used superweapon. The whole game. Funny? No. This ruining whole game.
And remove normal spider mines. Players as ":.." places these mines in a narrow corridor in the middle of the map (right side) and the opponent has no chance to get to that node. Funny? No, frustrating. No other normal path to this node.
PS: sorry of my English.

Crazy_Eddie
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ONS-SpaceCargo

Postby Crazy_Eddie » Mon 20. Mar 2017, 13:16

salko wrote:Example of gameplay player "Crazy" (good player): take speed relics and then only used superweapon. The whole game. Funny? No. This ruining whole game.
And remove normal spider mines. Players as ":.." places these mines in a narrow corridor in the middle of the map (right side) and the opponent has no chance to get to that node. Funny? No, frustrating. No other normal path to this node.
PS: sorry of my English.


Just to be clear, I am not the "Crazy" player. Maybe Salko means "Crazy Sacrifice"?

I also would like the Super Spider Mine to go away.

salko
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ONS-SpaceCargo

Postby salko » Mon 20. Mar 2017, 13:45

Crazy_Eddie wrote:Just to be clear, I am not the "Crazy" player. Maybe Salko means "Crazy Sacrifice"?
Yeah, "Crazy Sacrifice". Good player, but on this map played only with superweapons.
On this map are 3 or 4 nukes and 2 super spider mines. IMHO, keep only ONE nuke and remove ALL super spider mines.

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ThunderCat
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Postby ThunderCat » Mon 20. Mar 2017, 15:18

I agree -- the map is good and a big draw to the server -- but it is very vulnerable to excessive laming :thumbdown:

Personally I don't mind the Super Spider Mines -- they're usually avoidable. By that I mean you'll get at a second or two(?) head warning before they explode -- so you can easily duck or hide behind some sort of an obstacle. Also the Relics and the Deemers doesn't bother me too much -- they're super helpful when you quickly want to disable or recapture a node.

But only when they are treated as such ...

The problem is that a few players have developed a real vexatious routine combining those 3 for the sole purpose of killing as many as possible. I have on several occasions witnessed lamers dragging their own team down by only focusing on the spamming, not building any nodes, and getting in the way of their own teammates (Ultimately just ruining the game for everyone).

So considering all that -- how can we influence the circumstances to reduce the spamming -- what can we change without yanking too many peoples chains?

In my opinion, the biggest culprit here is the Speed Relic and the Super Spider Mines (These are the 2 elements the spammers tend to reach out to the most). Do we really need a Speed Relic in such a small map? In my experience I feel it more often than not acts as a tool for spamming rather than constructive teamwork on this map. But I could be wrong.
I liked what Gaffer suggested about lowering the spawn frequency or putting a timer on the Super Spider Mines -- so I was thinking that sounded like a good idea :thumbup:
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CrazySacrifice
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Postby CrazySacrifice » Wed 22. Mar 2017, 12:36

As Gaffer said, the super spider mine timer needs to have a higher value,
I don't mind about the relics,
Between, the map is funny, i see no reason to remove it.

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Miauz55555
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Postby Miauz55555 » Wed 22. Mar 2017, 16:44

Map feedback.. cool. :thumbup:

I double Zoners post, too. But also the others.. well I think the relics and superweapons should stay where they are.
The default respawntime for the nukespider is 120 s when it's inside a weaponbase with delayed spawn.. would that be high enought?
Maybe increase the respawntime from the relics as well.. 90 s?

The spider is helpfull to get rid of some vehicle campers.. when they camp on a locked node with a hellbender and just shoot combos it's also not so cool.
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widurr
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Postby widurr » Wed 22. Mar 2017, 18:09

Miauz55555 wrote:Map feedback.. cool. :thumbup:
The spider is helpfull to get rid of some vehicle campers.. when they camp on a locked node with a hellbender and just shoot combos it's also not so cool.


But has anyone ever used it to do just that? I've never seen it ;)
I'm not objective here, cause I'm not a big fan of super weapons and relics at all, but I'd remove spider mines here. And any other super weapon on any NV map (except spankjox), since my observation is that it's usually used to stress one team's dominacy on the map rather evening the odds and making a comeback possible (playground).


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