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battle report Canals


18 replies to this topic

#1 warbrand2

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Posted 27 November 2010 - 07:33 PM

Overview: canals is a linear objective map of which the rebels have to make it from point A to point be with out dieing because if they die they must wait till some one makes it to point B to revive.


Game play rebels: This map is way to hard on the first part as the GM usually spams the the metro cops making it to where no one can make it out with more than 50% health that if the players even make it half way through the first part. but the game gets better as the map goes from perfect balance in the middle (for players that can get past the toxic waist) to easy in the last part. No i don't mean to easy on the last part that copter there at the end can be an end game if players don't know how to deal with it, once you finish that part the end seams to be lacking as the players just inter a pipe.

overwatch: the game for the overwatch is less action pact and easy through out the game, its really enjoyable to send the type 2 scanners in and drop mines right on the rebels heads. but the GM is just to OPed n the first part come one if you can get 20 smg troops up in no time flat and have your target walk into there firing line something wrong.

Pros:
  • challenging map
  • mines
  • the copter boss is epic

Cons:
  • Beginning to hard on rebels
  • Needs more Zombie

Bugs
  • rebel respawn glitches some times

overall I give this map a 6 out of 10 (the start is just 2 hard on the rebels)

suggestions
  • give rebels more cover in the first part
  • give rebels the ability to bomb the bridges that go over there heads


#2 WAXT

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Posted 27 November 2010 - 09:22 PM

Canals is definetly challenging, but this isn't such a bad thing. I enjoy the extra effort you need to put in, however it can get very frustrating dying before the first objective. I think with the randomised objective and alternate paths promised for phase 2 this will change.

All in all, perhaps the metrocop spawn delay should be increased by 5 seconds at the most. Your experience really is determined by those you are playing with as teamwork is vital, so this suggests more of a problem with Overwatch players than with the map.

Lastly, there is one real problem that should be addressed. When the first objective is completed all the dead players are revived, and that's fair enough. The players that have managed to survive however are left with minimal health and die shortly after. I found this to be a real annoyance and a gameplay failure as rebels are left short-handed for the next objective. I propose that upon completing an objective, surviving rebels:
  • health should be buffed up to 100%, or
  • they are given a 10 second immunity, or
  • an extra life


#3 AndY

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Posted 27 November 2010 - 09:43 PM

View PostWAXT, on 27 November 2010 - 09:22 PM, said:

Lastly, there is one real problem that should be addressed. When the first objective is completed all the dead players are revived, and that's fair enough. The players that have managed to survive however are left with minimal health and die shortly after. I found this to be a real annoyance and a gameplay failure as rebels are left short-handed for the next objective. I propose that upon completing an objective, surviving rebels:
  • health should be buffed up to 100%, or
  • they are given a 10 second immunity, or
  • an extra life
I agree, however:
- There are healthkits in the tunnel (respawned players are at 100% so they can't use them),
- The tunnel is a sort of safe zone; wouldn't the medic(s) have time to heal them?

#4 WAXT

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Posted 27 November 2010 - 09:57 PM

View PostAndY, on 27 November 2010 - 09:43 PM, said:

I agree, however:
- There are healthkits in the tunnel (respawned players are at 100% so they can't use them),
- The tunnel is a sort of safe zone; wouldn't the medic(s) have time to heal them?
I suppose. I've found that i die before reaching the tunnel. I guess i will have to be a little more careful when approaching it. (Oh, and players like to attack the exsisting metrocops before the second wall has blown, resulting in medkits being wasted healing them for 10HP. But again, this is more of a problem with the players than the map.)

#5 Jgoodroad

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Posted 28 November 2010 - 01:43 AM

I would like a health-charger to be in the tunnel... just for shits and giggles.

#6 Gabe(HUN)

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Posted 28 November 2010 - 08:13 AM

Great map, but the Metro-SMG troops has got the same health and damage as the Overwatch SMG soldiers.....maybe reduce them and it will be more better map:)
Thank You for this new maps!!!!

#7 Quenquent

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Posted 28 November 2010 - 12:22 PM

View PostAndY, on 27 November 2010 - 09:43 PM, said:

I agree, however:
- There are healthkits in the tunnel (respawned players are at 100% so they can't use them),
- The tunnel is a sort of safe zone; wouldn't the medic(s) have time to heal them?

And if the medic die on the way?

Also, I've said some things here

#8 Colaman

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Posted 28 November 2010 - 02:23 PM

I think if we add more cover to the first part, it would be enough. Maybe increase the cooldown on metrocops a little bit. I can easily spawn a huge manhack swarm and a lot of good sharpshooters with these CPs. Nevertheless, I like the idea of rushing in the map, especially the beginning. You shouldn't have a chance to fight but thinking of a good escape route while watching and care your teammates. Maybe adding some more paths would be really a good idea.

The part with the hopper mines could take a little bit longer. I'd like to see more cover (between the jump parts) and some zombies (suprisingly attack you out of the toxic water like in the hl2 campaign).

The final is fine but i have to play it more often.

#9 AndY

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Posted 28 November 2010 - 02:29 PM

View PostGabe(HUN), on 28 November 2010 - 08:13 AM, said:

Great map, but the Metro-SMG troops has got the same health and damage as the Overwatch SMG soldiers.....maybe reduce them and it will be more better map:)
Thank You for this new maps!!!!
That's not possible.. Metros have 35 HP, soldiers have 40. As for damage, it's per-weapon, so if I reduce it, I'd basically be reducing the damage inflicted by the SMG itself, which would reduce it for both of them. It wouldn't make sense any other way.


View PostColaman, on 28 November 2010 - 02:23 PM, said:

The part with the hopper mines could take a little bit longer. I'd like to see more cover (between the jump parts) and some zombies (suprisingly attack you out of the toxic water like in the hl2 campaign).

The final is fine but i have to play it more often.
Zombies might be fun, but wouldn't that get a bit too tricky for the rebels?

#10 warbrand2

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Posted 28 November 2010 - 04:27 PM

not if you add randomized path parts right now most rebels just make a mad dash to the nearest heath spawn from that point if you add path parts that they can get to it would make the area easier and make zombie spawns more feasible... I forgot where is was going with this.

#11 AndY

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Posted 28 November 2010 - 06:46 PM

View Postwarbrand2, on 28 November 2010 - 04:27 PM, said:

not if you add randomized path parts right now most rebels just make a mad dash to the nearest heath spawn from that point if you add path parts that they can get to it would make the area easier and make zombie spawns more feasible... I forgot where is was going with this.
Not sure I understand what you mean by "path parts".

#12 warbrand2

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Posted 28 November 2010 - 06:59 PM

wooden walkways like the docks you see in campaign only they will not go the entire length of the toxic waist only part way.

#13 AndY

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Posted 28 November 2010 - 07:04 PM

I was hoping people would learn how to work as a team.. Half of them laying covering fire while the other half crosses the goo by jumping over the crates.

#14 warbrand2

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Posted 02 December 2010 - 06:57 PM

The map is to fast passed for that type of team work. it would be easier to have them take random paths you could disable the time limit on that part but i do not think that would work.

#15 ScrooLewse

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Posted 14 December 2010 - 04:50 AM

If you're going to add zombies, the damage done by the sludge should be drastically reduced or the survivors will be too busy running the hell through the stuff that's killing them to fight the zombies. They would only distract the Metrocops for a second or two. Maybe 1 or 2 damage a second and make it harder to navigate with random zombies in the sludge and more breaks in the toxins. Plenty of cover so you can deal with the puddles, the zombehz, the cops, and possibly the manhacks, one or two at a time.

There really is no chance of getting the Rebels to cooperate like you want them to with such frantic pressure on them until the community grows to the point that we get douches prancing around calling themselves "the pro circuit".

#16 WAXT

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Posted 14 December 2010 - 06:14 AM

View PostScrooLewse, on 14 December 2010 - 04:50 AM, said:

If you're going to add zombies, the damage done by the sludge should be drastically reduced or the survivors will be too busy running the hell through the stuff that's killing them to fight the zombies. They would only distract the Metrocops for a second or two. Maybe 1 or 2 damage a second and make it harder to navigate with random zombies in the sludge and more breaks in the toxins. Plenty of cover so you can deal with the puddles, the zombehz, the cops, and possibly the manhacks, one or two at a time.

There really is no chance of getting the Rebels to cooperate like you want them to with such frantic pressure on them until the community grows to the point that we get douches prancing around calling themselves "the pro circuit".
I believe they're discussing the option of adding headcrabs to the sludge, not zombies. Something like 2-3 normal headcrabs as a bit of a motivator to keep moving along.

#17 ScrooLewse

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Posted 14 December 2010 - 03:17 PM

View PostWAXT, on 14 December 2010 - 06:14 AM, said:

I believe they're discussing the option of adding headcrabs to the sludge,

Ah. That works, too.

#18 Quenquent

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Posted 14 December 2010 - 03:36 PM

I found a small bug in this map, during the last part : when you spawn unit, every other spawn point are disable for a moment (scanner with mines and metrcops who go down to fight with a rope too.......not sure if this is a bug) but when you spawn units on the bridge (on the left for the Overwatch) you still able to spawn units on the other spawn point (exept ones on the bridge).....

Exept this, the game still epic ! Can't wait for 1.4.0 !

#19 AndY

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Posted 15 December 2010 - 02:11 AM

View PostQuenquent, on 14 December 2010 - 03:36 PM, said:

I found a small bug in this map, during the last part : when you spawn unit, every other spawn point are disable for a moment (scanner with mines and metrcops who go down to fight with a rope too.......not sure if this is a bug) but when you spawn units on the bridge (on the left for the Overwatch) you still able to spawn units on the other spawn point (exept ones on the bridge).....

Exept this, the game still epic ! Can't wait for 1.4.0 !
The way that buttons are set up in the last area is a bit confusing as their behaviour isn't consistent with the buttons in our other levels. We're aware of it, but for the time being, it's the best option (until we start using the new Barracks system).

Basically, a global cooldown is triggered when you've used 2 buttons (any 2). When the cooldown is done, you can select 2 buttons again. It's a bit tricky, but it's intentional (so not a bug).





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