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Forum Home > Maps & mods > Tyrant vs. Tyrant
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foibosPM
#31
Feb 11, 2011 12:56 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Most of maps do simply work. Minor tweaks would be nice, but they aren't necessary or there is nobody who wants to do it or it's not worth changing a classic map which everyone has and which has 1,000 replays just for one weaponlocker or laser turret etc. I'm ocassionally asking for fixes of annoying bugs or if I just see that there is something really wrong or can be considerably improved without too much effort. That's the case of Tyrant: permanently dying at those two nodes can be fixed easily and can improve the gameplay. It's an idea. The Goliaths spammed the map.
pegasus_PM
#32
Feb 11, 2011 2:32 PM
Non-member Joined: Jun 20, 2009
Posts: 234
I swear, Foibo, there are times when I think you're ahead of the curve as an admin, taking directions that others wouldn't consider to keep ONS alive, but then, once in a while, you come out of left field with something that just completely baffles me... like now. I guess, yeah, I did kinda get lost in my suggestions for objectively improving maps that I completely forgot how that would affect some counter on the server's ini file; sorry, man, my fault. And indeed, what would the players think if they got a better ONS experience, but at the horrible expense of having to reDL a map or, worse yet, the replay count going back to 0? I'm pretty sure that's never happened before and if it were to, it'd be tantamount to sacrilege; ppl would riot and there'd be blood on the streets! I'm pretty sure that's why the egyptians are rebelling these days too: some of their server's oldest maps got tweaked. Surely we can't allow that.

Seriously, replays? You gotta be kidding me. And even if it's so damn important just to make the server look older or whatever, simply change the figure by hand after any fixed version gets uploaded to the previous version's value and there you go; it's not like we're dealing with quantum physics problems.

Goliaths have always spammed Tyrant (and they're not the only vecs that add to it in the newer version either, as I mentioned before). Unless you're suggesting a toned down (or an NV) version here, I don't see your point. Also, middle nodes have traditionally been less defended than others in most ONS maps and Tyrant's merely yet another example of this; everyone knows it going in and they adapt accordingly. Why are we acting here as if some VVIP suddenly started complaining about Tyrant's middle nodes and we must rush to "fix" it or they'll take their millions elsewhere? Am I missing something?
Eyes in the skies.
foibosPM
#33
Feb 11, 2011 2:54 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
I knew you'll get angry, sorry for that. Sometimes I miss co-admins for debating with you. The sky-high number of replays mostly says that the map is fine and those maps have my respect (yes, it's silly) and I'd like to touch them only for better reason than bio in one locker, but of course it isn't the most important fact for deciding, just a circumstance. Well, you mean that covering the side nodes isn't a good idea. What mean the others?
cz_mawaPM
#34
Feb 12, 2011 5:05 AM
CZ_MaWa Member - Joined: Nov 30, 2009
Posts: 41
I agree with Peg, everybody knows that the middle nodes will not last for long, so players know they have to act quickly and destroy adjacent nodes - thats what make Tyrant so beautiful...so I would let the tyrant be like it is now. I even think that the version with goliath at core is better than the one with railgun tank.

Of course, one of many rounds it happen that teams are so much same that it ends in battling in centre for 20 minutes and over...but what I remember it happened few times in my life and i played that map many times, so it is not a problem for me.
pegasus_PM
#35
Feb 12, 2011 11:12 AM
Non-member Joined: Jun 20, 2009
Posts: 234
foibos wrote:
[...]Sometimes I miss co-admins for debating with you. [...]
Huh?

foibos wrote:
[...]I'd like to touch them only for better reason than bio in one locker[...]
Thing is, we play these maps day in and day out so even the smallest things can add up to an overall sense of unfulfilled potential. If by simply adding a few more weaps we can make a good map even better and not mess with its gameplay nature/equilibrium, why not do it? What's there to lose?

foibos wrote:
[...]Well, you mean that covering the side nodes isn't a good idea.[...]
What would probably answer it the best way is this. Hiding the middle nodes behind more cover has already been considered and done in Tyrant-)o(-Renovation-V1 so there's no need to talk about this in hypothetical terms. I've played this version for months and personally, I don't think it became better because of that change. If anything, it kinda annoyed me that ppl from the teleporter windows can no longer play a role in attacking those nodes, but have to climb down and enter those domes. Even worse, ppl who can get their pallies in there suddenly gain a big advantage because of the more restricted nature of possible approach options. So, all in all, I still think moving and/or covering these two nodes doesn't actually improve the flow of gameplay on the map. In any case, all you need to break 'em and push on is a lil team communication to decide which one you want to focus on - simple.

foibos wrote:
[...]What mean the others?
What others? Can you be a bit more specific or quote the part you're unsure of?
Eyes in the skies.
foibosPM
#36
Feb 13, 2011 8:55 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Visualisation:




Last edited by: foibos Feb 13, 2011 10:09 AM
thomasitoPM
#37
Feb 13, 2011 6:44 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
if we gonna try it (why not) then the 2nd variation is the only suitable since it seems to me with the other versions tankers could still shoot the spinning thingy of the node... (what's it called again peg? pardon me, I forgot its name...)

no reservations on trying out some additional cover, since it is FAR different than on renovation where there is a roof on the cover and the attack angles are limited!
7/~
foibosPM
#38
Feb 14, 2011 6:21 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
You can hit the node in every variant, those obstacles should cover players bulding the node, not the node itself. Most opened is the 3rd variant. The 1st one is interresting, you can jump over these dogs, but I'm not sure if they suit the map. Blocks on 2nd one are heavy, those on 4th variant are more decent. I don't know what to choose for testing.
thomasitoPM
#39
Feb 14, 2011 7:53 AM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
ah okay... well, but when you can hit the node spinner with a goliath, the splash damage is also to consider!

the obelisks seem pointless, #2 or #4 if you asked me.
7/~
pegasus_PM
#40
Feb 14, 2011 10:43 AM
Non-member Joined: Jun 20, 2009
Posts: 234
foibos wrote:
[...]The 1st one is interresting, you can jump over these dogs, but I'm not sure if they suit the map.[...]
There's no question whether any of those static meshes "suit" the map; they're all from the same egyptian-themed pack to begin with, as are most of the map's other st.meshes and the majority of textures too. Anubis statues, long-eared dogs, they all seem to match if you ask me. If anything, the aberration has always been those two team-coloured, half-sunk statues in the middle.

thomasito wrote:
[...]the spinning thingy of the node... (what's it called again peg? pardon me, I forgot its name)[...]
Node disc?
Eyes in the skies.
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