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Re: ONS-Rail

Posted: Thu 14. May 2015, 18:22
by joeblow
Had a quick thought for the middle node is add roll up doors that are controlled with a switch from the inside. My thinking is only ONE door can be up or down so the nodes is only accessible
from one side.

Might help hold/defend the middle node for the team trying to make a comeback until the next node can be knocked down.

Cat:

I tried with Fors on my team holding a prime with help. 3 of us camping the prime was impossible to keep it up for Fors to do his CIA thing. it also hurt my score and I am afraid you guys wont think im cool any more.

Re: ONS-Rail

Posted: Thu 28. May 2015, 23:44
by Maniac
Played it more then a couple of times...
The middle node 1 and the primes 2 and 8 need more defence (health, doors, whatever). It requires too much cooperation both to attack through 1 and to defend 1 prime vs 2 secondaries.

Re: ONS-Rail

Posted: Sun 31. May 2015, 11:39
by Cat1981England
I'll take a look.

Re: ONS-Rail

Posted: Sat 20. Jun 2015, 12:47
by Cat1981England
I've gone over this again and it's still rare that the map does go into overtime without at least one team damaging the oppositions core. Because of this I'm reluctant to make too many changes and turn the map back into a mid-map stalemate.

I have made some small changes though to help with comebacks.

- Lowed centre node into tunnels and raised Udamage up into the building above.
- Placed 4 health pickups at secondaries.
- Supershield pickups at nodes 2 and 8.
- Removed mid map jumpboots.

Hopefully that'll be enough to help with comebacks without turning it into a stalemate.

Re: ONS-Rail

Posted: Sat 20. Jun 2015, 13:19
by hltv
i think the prob is: on offensiv you reach the (enemy)primarys faster as the defense reach the nodes which unlock the primarys.
try to move the jump-pads between 2-5; 7-8; near 2 and 8. nodemap: http://postimg.org/image/lrowdjt97/