Volcano High..
- Rhamp
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Re: Volcano High..
I'm thinking moving the hospitaler to the core and giving it 10k hp and moving the existing dark levi with its current hp to where the hospitaler was. Also I will probably replace some of the dogshit energy turrets with the stronger twin beam ones. That way, there is some stable defense against the bombers, as they should be able to take out the bombers fast enough before the node gets wrecked.
- Rhamp
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Re: Volcano High..
I updated the map to include the aforementioned changes. The twin beam turrets are a tad bit too strong, so I decided against adding them. There are enough power ground vehicles to provide sufficient antiair now that the bombers are toned down. I couldn't stop laughing while playtesting it hearing leon yelling every time a powernode was being built or destroyed.
- pooty
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Re: Volcano High..
I'll load it up on the server. Took a run through it, looks pretty good.
Although I do wonder if we should add turrets on the top of 7/9, I think you had twin beams there, but regular turret might work to help you protect the corners... but lets see how it plays. I'll leave the current version for now just to compare.
Also, did you reduce the point values at 12 (center node)? I know the number of vehicles got reduced, but in my testing that spawned a mega which is a bit too strong -- but it is a randomizer.
I did like the side node change with link now to the pond node on the other side.
Although I do wonder if we should add turrets on the top of 7/9, I think you had twin beams there, but regular turret might work to help you protect the corners... but lets see how it plays. I'll leave the current version for now just to compare.
Also, did you reduce the point values at 12 (center node)? I know the number of vehicles got reduced, but in my testing that spawned a mega which is a bit too strong -- but it is a randomizer.
I did like the side node change with link now to the pond node on the other side.
- Rhamp
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Re: Volcano High..
I left the higher bounds untouched but lowered the lower bounds. So the middle can spawn some strong stuff, though no bombers, but it can also spawn absolute ass. All the op vehicles are set to unique, so there won't be a case where 2 megas spawn in the center. We can see how it plays and add energy turrets to the placements where the twin beams were if the fliers are still too strong.
- YEAAAHHHHHHHHHH
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Re: Volcano High..
In the correct thread this time:
Random idea... on VolcanoHigh at the lonely node where the Hospitalier spawns, have 2-3 dropships spawn. So if you want, you can always go carry a tank to where you want it to be. It feels like that would fit the purpose of that area irl. That area can ben dubbed the "dropship hangar" or something.
Random idea... on VolcanoHigh at the lonely node where the Hospitalier spawns, have 2-3 dropships spawn. So if you want, you can always go carry a tank to where you want it to be. It feels like that would fit the purpose of that area irl. That area can ben dubbed the "dropship hangar" or something.
- Rhamp
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Re: Volcano High..
Hmm, having a dropship there could be interesting. That lonely node is not as lonely now, as it connects to the lake secondary.
- Rhamp
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Re: Volcano High..
After playing it I have a few thoughts. Dragon probably should go. It feels like the old arbiter all over again. Other than that, the vehicle balance and udpated link setup felt very good and we had a back and forth 3rd round and even was able to almost recover after being pushed back to the primaries. Enyo was bitching about the nodes playing leon zounds every time you built/destroyed them, but I think they are funny. Hearing leon complaining about balance when you lose a primary or yelling "fuck you" repeatedly as you try to keep a node healed was great.
With the bomber reduction, I think keeping the turrets the way they are instead of adding twin beam ones is fine. There was more than enough anti air to deal with incoming fliers, especially when you park the 10k hp hospitaler at the primary and park the mino next to it.
With the bomber reduction, I think keeping the turrets the way they are instead of adding twin beam ones is fine. There was more than enough anti air to deal with incoming fliers, especially when you park the 10k hp hospitaler at the primary and park the mino next to it.
- pooty
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Re: Volcano High..
Exactly why it was excluded previously.Dragon probably should go. It feels like the old arbiter all over again
- Enyo
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Re: Volcano High..
Hate to say it, but I think you’ve attempted to fix another map that wasn’t broken. This version is worse than pooty’s. Having the left primary link to other nodes makes it even harder for a core comeback. Now you have to split your forces on 3 fronts and there’s just not enough core flyers for that. We don’t need this version at all.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
― Mark Twain
- Rhamp
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Re: Volcano High..
The point of the link setup change is that if you are forced all the way back to your core and can't hold any of your primaries, then the game should end. Keeping the lake node down is super easy with the mino or hospitaler, so your team should never have to deal with 3 fronts. If your team is that bad that they can't even do that, then there is no point in the game dragging on forever.