battle report Canals
warbrand2
27 Nov 2010
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:
Cons:
Bugs
overall I give this map a 6 out of 10 (the start is just 2 hard on the rebels)
suggestions
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
WAXT
27 Nov 2010
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:
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
AndY
27 Nov 2010
WAXT, 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
- 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?
WAXT
27 Nov 2010
AndY, 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?
- 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?
Jgoodroad
28 Nov 2010
I would like a health-charger to be in the tunnel... just for shits and giggles.
Gabe(HUN)
28 Nov 2010
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!!!!
Thank You for this new maps!!!!
Quenquent
28 Nov 2010
AndY, 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?
- 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
Colaman
28 Nov 2010
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.
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.
AndY
28 Nov 2010
Gabe(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!!!!
Thank You for this new maps!!!!
Colaman, 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.
The final is fine but i have to play it more often.
warbrand2
28 Nov 2010
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.
AndY
28 Nov 2010
warbrand2, 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.
warbrand2
28 Nov 2010
wooden walkways like the docks you see in campaign only they will not go the entire length of the toxic waist only part way.
AndY
28 Nov 2010
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.
warbrand2
02 Dec 2010
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.
ScrooLewse
14 Dec 2010
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".
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".
WAXT
14 Dec 2010
ScrooLewse, 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".
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".
ScrooLewse
14 Dec 2010
Quenquent
14 Dec 2010
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 !
Exept this, the game still epic ! Can't wait for 1.4.0 !
AndY
15 Dec 2010
Quenquent, 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 !
Exept this, the game still epic ! Can't wait for 1.4.0 !
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).