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About map balance.


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#1 TheVulong

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Posted June 30 2013 - 08:54 AM

Ok, i'm not gonna lie here - i don't like maps in Hawken. They look great and stuff but in terms of balance those are garbage. I don't know who's responsible for maps in Adhesive but i wanna say - dude, learn some freakin 'basics before making your next one. I suggest you to ckeck out Unreal tournament series for that. Thank you.

Anyway, i remade few map reviews to show what's wrong with them and what should be added/replaced/deleted.

Frontline(main changes):
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Uptown(main changes):
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Edited by TheVulong, July 07 2013 - 02:34 PM.

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#2 Ker4u

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Posted June 30 2013 - 08:57 AM

i'm 99% sure that deve wont change anything, at least that's the impression i got after cockpit episode with hughes

- lok'tar ogar -


#3 TheVulong

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Posted June 30 2013 - 09:01 AM

View PostKer4u, on June 30 2013 - 08:57 AM, said:

i'm 99% sure that deve wont change anything, at least that's the impression i got after cockpit episode with hughes
I know. But i need them to know that they're doing things wrong.

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#4 Leonhardt

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Posted June 30 2013 - 09:06 AM

View PostTheVulong, on June 30 2013 - 09:01 AM, said:

View PostKer4u, on June 30 2013 - 08:57 AM, said:

i'm 99% sure that deve wont change anything, at least that's the impression i got after cockpit episode with hughes
I know. But i need them to know that they're doing things wrong.

Hughes was saying that they are going to make more maps like frontline and facility. Those are the most balanced maps in the game. Can't really ask for much more than that.

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#5 Ker4u

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Posted June 30 2013 - 09:07 AM

View PostLeonhardt, on June 30 2013 - 09:06 AM, said:

View PostTheVulong, on June 30 2013 - 09:01 AM, said:

View PostKer4u, on June 30 2013 - 08:57 AM, said:

i'm 99% sure that deve wont change anything, at least that's the impression i got after cockpit episode with hughes
I know. But i need them to know that they're doing things wrong.

Hughes was saying that they are going to make more maps like frontline and facility. Those are the most balanced maps in the game. Can't really ask for much more than that.
what_ origin > all
frontline& facility heavens for SS

- lok'tar ogar -


#6 havoc5

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Posted June 30 2013 - 09:17 AM

We need more fustercluck maps because A-mechs aren't good enough.

#7 TheVulong

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Posted June 30 2013 - 09:34 AM

Quote

what_ origin > all
Origin is good for MA only.

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#8 TheVulong

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Posted June 30 2013 - 09:35 AM

View PostLeonhardt, on June 30 2013 - 09:06 AM, said:

View PostTheVulong, on June 30 2013 - 09:01 AM, said:

View PostKer4u, on June 30 2013 - 08:57 AM, said:

i'm 99% sure that deve wont change anything, at least that's the impression i got after cockpit episode with hughes
I know. But i need them to know that they're doing things wrong.

Hughes was saying that they are going to make more maps like frontline and facility. Those are the most balanced maps in the game. Can't really ask for much more than that.
I agree that Facility and Frontline are not bad right now but they both need tweaking as well. Especially Frontline.

Edited by TheVulong, June 30 2013 - 09:36 AM.

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#9 Ker4u

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Posted June 30 2013 - 09:36 AM

View PostTheVulong, on June 30 2013 - 09:34 AM, said:

Quote

what_ origin > all
Origin is good for MA only.
well that's the most important one, but what's your  problem with it  in  dm tdm siege_

- lok'tar ogar -


#10 Leonhardt

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Posted June 30 2013 - 09:48 AM

View PostTheVulong, on June 30 2013 - 09:35 AM, said:

I agree that Facility and Frontline are not bad right now but they both need tweaking as well. Especially Frontline.

I agree, but I doubt they will change it right now unless its for a specific game mode.

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#11 TheVulong

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Posted June 30 2013 - 10:27 AM

View PostKer4u, on June 30 2013 - 09:36 AM, said:

View PostTheVulong, on June 30 2013 - 09:34 AM, said:

Quote

what_ origin > all
Origin is good for MA only.
well that's the most important one, but what's your  problem with it  in  dm tdm siege_
Siege mode: Straight assault is the only option to take over the AA - there are no safe flanking routes, only jump pads for suiciders. Enemy base tonnels are too close to the base and too far from the AA to use them for flanking as well.
TDM: becomes Siege all the time and facing same problems as a result.

Edited by TheVulong, June 30 2013 - 10:28 AM.

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#12 TheVulong

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Posted June 30 2013 - 11:35 AM

Frontline added.

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#13 Sylhiri

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Posted June 30 2013 - 11:50 AM

Origin isn't all that balanced as well. S2=Win since S2 is the most easily defendable, any attempts from any other direction besides straight from your main base is nullified due to the early warning sounds from the jumppad and free shots at a non dodging target. Not only that but you have full view of the entrances and exits of S1 and S3 plus you can throw projectiles into them as well. Lower ground is usually a deathtrap for the two other levels and the top level is sniper bait.

I'd like to see you try to do Sahara. I would expect a lot of markings, lol.

Edited by Sylhiri, June 30 2013 - 11:51 AM.

[13:14] <nonsiccus_work> uh oh

there's gravy in my keyboard

----------------------------------------------------------------------

[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell


#14 TheVulong

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Posted June 30 2013 - 12:06 PM

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I'd like to see you try to do Sahara. I would expect a lot of markings, lol.
Bazaar is not so bad, actually. But i'll give it a try.

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#15 Leonhardt

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Posted July 01 2013 - 05:07 AM

View PostTheVulong, on June 30 2013 - 12:06 PM, said:

Quote

I'd like to see you try to do Sahara. I would expect a lot of markings, lol.
Bazaar is not so bad, actually. But i'll give it a try.

Wat... if we are talking about siege or even MA then you have to be kidding. Bazaar is probably the most unbalanced map of the whole lot!

Also I have a question. What is an anti camp wall_ Because from what I can tell a wall in some of the "anit-camp" places you have pointed out would make them easier to camp.

Edited by Leonhardt, July 01 2013 - 05:11 AM.

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#16 TheVulong

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Posted July 01 2013 - 05:50 AM

View PostLeonhardt, on July 01 2013 - 05:07 AM, said:

View PostTheVulong, on June 30 2013 - 12:06 PM, said:

Quote

I'd like to see you try to do Sahara. I would expect a lot of markings, lol.
Bazaar is not so bad, actually. But i'll give it a try.
Wat... if we are talking about siege or even MA then you have to be kidding. Bazaar is probably the most unbalanced map of the whole lot!

Well, basically you need to move only one rock from the chockepoint there to make map balanced.

Quote

Also I have a question. What is an anti camp wall_ Because from what I can tell a wall in some of the "anit-camp" places you have pointed out would make them easier to camp.
Just a big wall. Additional cover designed to make SS' fire range less clear.

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#17 havoc5

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Posted July 01 2013 - 05:55 AM

View PostSylhiri, on June 30 2013 - 11:50 AM, said:

Origin isn't all that balanced as well. S2=Win since S2 is the most easily defendable, any attempts from any other direction besides straight from your main base is nullified due to the early warning sounds from the jumppad and free shots at a non dodging target. Not only that but you have full view of the entrances and exits of S1 and S3 plus you can throw projectiles into them as well. Lower ground is usually a deathtrap for the two other levels and the top level is sniper bait.

I'd like to see you try to do Sahara. I would expect a lot of markings, lol.

You dont have firing range on S1/3 from S2. You have to go the underbridge to get a clear shot at those silos, and you can easily get ganked there. And poking your head out to try to scan for targets below makes you a sitting duck. On even teams, trying to holding S2 usually results in losing both the other 2 silos from what I've seen.

Edited by havoc5, July 01 2013 - 06:15 AM.


#18 Leonhardt

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Posted July 01 2013 - 06:08 AM

View Posthavoc5, on July 01 2013 - 05:55 AM, said:


You dont have firing range on S1/3 from S2. You have to go the underbridge to get a clear shot at those silos, and you can easily get ganked there. And poking your head out to try to scan for targets below makes you a sitting duck. On even teams, trying to holding S2 usually results in losing both the other 2 silos.

S2 is easy to hold and is the central position. It can be easily moved to between points unlike S1 and S3. S2 is the key to the map because it allows your team to stay closer together. When a team breaks up to take S1 and S3 the team holding S2 only needs to cap one more and then return to S2 to defend which is easy with the jump pads.

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#19 HugeGuts

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Posted July 01 2013 - 06:31 AM

The most consistent issues with every map is not enough alternative routes to flank chokepoints, and current chokepoints are too narrow and bare to make anything but mass rushing viable ways to break them. Uptown highlights both of these issues the most. Except for a few trouble spots, Facility and Frontline shows what needs to be done for future maps.

Edited by HugeGuts, July 01 2013 - 06:41 AM.


#20 TheVulong

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Posted July 01 2013 - 06:40 AM

Uptown(main chages) added

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