ONS-Tek Randomizer

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Super Sanka
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Re: How much manual team balancing should we do?

Post by Super Sanka »

Whoever was in their turtle was their mvp, it took me and Rhamp like 5 minutes to kill that thing.
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Enyo
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Re: How much manual team balancing should we do?

Post by Enyo »

captainsnarf wrote: Fri Sep 13, 2024 1:01 pm And Tek... the node layout is busted imo. It will always be a stalemate with that layout. I got bored with the one-sided fist fight and left.
Agreed. I like the updated vehicle mix, but the node layout needs fixing. There’s no incentive to go to one side when the node on the opposite side cuts everything off.

And take the fucking Avrils out of the middle node locker so the stains don’t just warp in and camp the top nonstop. There’s plenty of anti air available.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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pooty
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ONS-Tek Randomizer

Post by pooty »

Giving the map its own thread.

I agree with Snarf
And Tek... the node layout is busted imo. It will always be a stalemate with that layout. I got bored with the one-sided fist fight and left.
Maybe try some of the other link layouts I put in the original )o( version.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

I can load all the original link setups and make the randomizer choose a random one in addition to the current one. If there is an agreement that one is the best, then I can update the map again with having that as the only link setup. I had issues with the original link setups because there was always a situation where if you were pushing one lane harder than the other, you'd have to push past a locked node. Since this is now a very much ground based map, you'll have tanks rolling by the locked node that players are trying to spawn at. That always leads to spawnkilling and general annoyance on both sides. If anyone has an idea of a link setup that won't have this issue, I'd be happy to see it.

I can just remove all the avrils. Fuck that gun, it was left over from the original map. I agree there is already plenty of anti air without it. Maybe I'll leave it at the core and primaries so if the stains really want to avril spam, they'll have to put in the extra effort to go get the gun.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

V2-TEST updated on the google drive
https://drive.google.com/file/d/18MwAx1 ... sp=sharing

Changes (in addition to the ones mentioned in the updating old maps thread):
-Added all the original link setups to the randomizer and added an additional one that has 3 lanes with the center node being a cutoff.
-Removed avrils from all non-primary nodes.
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Enyo
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Re: ONS-Tek Randomizer

Post by Enyo »

Rhamp wrote: Fri Sep 13, 2024 4:19 pm V2-TEST updated on the google drive
https://drive.google.com/file/d/18MwAx1 ... sp=sharing

Changes (in addition to the ones mentioned in the updating old maps thread):
-Added all the original link setups to the randomizer and added an additional one that has 3 lanes with the center node being a cutoff.
-Removed avrils from all non-primary nodes.
Thanks Rhamp! I really appreciate the opportunity to evaluate different node paths so we can come back and maybe vote on which we like best. If there's an even mix of ones that are liked most, maybe keep it where the paths change every round. But if most suck and there's one or two good ones, let's just keep those. We need to pare down bad node paths on a couple other randomizers, MTMU-KS comes to mind.

Just one thing to please always keep in mind with node paths... a primary should never link to 2 secondaries, unless there's a cutoff to both those secondaries. Makes it incredibly hard to come back having to take out 2 nodes to lock it. MTMU-KS comes to mind. ;)
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

Makes it incredibly hard to come back having to take out 2 nodes to lock it. MTMU-KS comes to mind. ;)
I'll remove those when I next edit.
But I think you'll find plenty of maps with 2 nodes to primary (Volcano. Dria.) The one that sucks on Minus had three 3.6.11 to lock 5. I just depends too on how far/hard they are. On minus that 11 node is blocked and far...


Tek V2 on the server.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

On Dria, one of the secondaries has a cutoff, so its not that much of an issue unless you've lost the whole map and the cutoff. Volcano had that issue with the original link setup, as recovering the flier primary was absolute ass due to it having two secondaries. However with the updated link setup, it has a shared secondary, making it much easier to recover the primary unless your team sucks so much that they've lost both primaries. The junks have a primary with two secondaries, but that isn't too much of an issue because the primary is relatively protected and the secondaries are easy to hit.

MTMU-KS has so many link setups where the primaries have two or even three secondaries with no cutoff. That combined with how exposed the nodes are, and with all the AoE spamming on that map, it makes it almost impossible to ever retake said primaries and kill all the secondaries in time.
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

Yeah one thing I've been thinking is that node layout should try to force most of the "battle" in the middle of the map. Cutoffs there, and depending on map size, you typically get one / two primaries that just connect to one secondary node. It also depends on how far the nodes are, the minus one fails because 10/11 is so far away that even getting 3/4 and 6 that far one is hard to get to... Its also one of the reasons that as we edit new maps, we need some play testing. Its one thing to look at it top down, another to play it when there's the onslaught of vehicles coming to them.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

V3-TEST on the google drive
https://drive.google.com/file/d/18kG2g4 ... sp=sharing

I've noticed that the randomizer sometimes goes overboard with the fliers, which takes away from the big tank teamwork part of the map. In these instances, I've spent more time swatting fliers than shooting anything else, which isn't ideal on a map like this. Also with a bunch of fliers, it makes pushing difficult due to the long respawn times of the big tanks compared to the fast respawn time of the fliers, leading to long drawn out stalemates.

Changes:
-Fixed the spawn platform at one of the primaries that was causing larger vehicles to get stuck on it.
-Set the falcon and mirage raptor to unique and to only spawn at the core and primaries. This means there can be anywhere from 2-4 fliers per team, as there is a set spawn of a falcon at the core and mirage raptor at a primary. I also increased the respawn time of the fliers from 15s to 30s. This way fliers are still going to be impactful, but not be an angry swarm of bees simulator.
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