So after playing this last night... this is the one that one layout gets countdown nodes...
I think with the changed Scoring and faster countdown of core drains, it'd be good to reduce the timers on the countdown nodes, maybe 35 for the core damage, and 45 for the heal ones. The map also needs a once over for the proper vehicles since the flame tank was the old version. I don't think it needs any further changes..
What's the feeling on Countdown nodes? I like them. I think having a few other maps with them would be fun. Blackwood seemed to hate them (yes, you're reading this, and yes you can complain all you want in game -- but we are all trying to figure out what maps you actually like).
I think in a few cases they can add another objective/dimension. Maybe having total of 3 or 4 maps with them though would be plenty... as they aren't quite Onslaught.
Tyrant Randomizer.. Countdown nodes..
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Re: Tyrant Randomizer.. Countdown nodes..
Agreed the countdown node timers should be reduced.
If you're considering adding them to more maps, an interesting idea (and one I'm SURE Blackwood will absolutely hate) would be if a countdown node was actually linked to other nodes and could in fact be locked. So it starts counting down once built, and then if the connecting enemy node is destroyed (or not built yet), the countdown node locks. The opposing team would have to make fighting for their connecting node a priority to unlock and destroy the countdown node before it goes off and takes 25% of their core down.
Would have to make it so it only counts down once while it's locked, but if a countdown node goes down and builds again, it counts down again. Could be a singular center node, or each side could have one with a connecting center node between them, or maybe each side's countdown node connects to each other, something like that. Just an idea. It would make countdown nodes more Onslaught-ish.
If you're considering adding them to more maps, an interesting idea (and one I'm SURE Blackwood will absolutely hate) would be if a countdown node was actually linked to other nodes and could in fact be locked. So it starts counting down once built, and then if the connecting enemy node is destroyed (or not built yet), the countdown node locks. The opposing team would have to make fighting for their connecting node a priority to unlock and destroy the countdown node before it goes off and takes 25% of their core down.
Would have to make it so it only counts down once while it's locked, but if a countdown node goes down and builds again, it counts down again. Could be a singular center node, or each side could have one with a connecting center node between them, or maybe each side's countdown node connects to each other, something like that. Just an idea. It would make countdown nodes more Onslaught-ish.
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Re: Tyrant Randomizer.. Countdown nodes..
In UT3 you would use the orb to lock countdown nodes.