Suggestion: Phoenix Gate

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freshour
Banned
Posts: 835

Suggestion: Phoenix Gate

Post#1 » Wed Jul 12, 2017 7:25 pm

I know this SC can be a ton of fun. It is one of the few SC's where you can semi go out with a small group away from the main fight and take the flag and make a break for your team to get the lead. I think this SC is really freaking awesome and I have just a couple minor suggestions that might make this one go a bit smoother for more achetypes more specifically for melee.

I know in Praag you guys added some LOS walls/barriers to add a bit of variation to the massive fights that go on and I really, truthfully love this idea. Most haters of it just don't like melee and prefer to RDPS out in the back.

I'm not sure the extent of these that would be required but I think it would be great to include some of these walls along the main path to allow for mdps to stand a chance not only at the initial engagement but throughout the SC. This is my personal opinion as I am always for a high skill ceiling and keeping mind of LOS while you are simultaneously engaging another enemy is another element that this SC could take advantage of.

Second I would also suggest for ramps to allow players up onto the high ground without having to run alllllllll the way around. This would please the RDPS who like their "posts" so to speak, I know engis and magus get off on that stuff and hey why not give them somewhere to stand besides right in the way of a melee train running their way. It would allow for more positional options but the disadvantage of it is they are not on the flag and might have to come off their stoop to engage an enemy or stay up top and lose the flag.

So these are just two minor suggestions for one SC that I think has a lot of potential as more of a core SC for both melee and RDPS as it has a hint of that RVR style of combat but to not totally discourage all forms of melee as a lot of RVR does, I think some LOS barriers/walls specifically along the center road could add for easier transit not only to mid but also from your point to theirs without this slow moving "try to no get nuked because we only have 2 rdps to their 10"

Thoughts?

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Tesq
Posts: 5713

Re: Suggestion: Phoenix Gate

Post#2 » Thu Jul 13, 2017 9:56 am

also suggesto to remove some ballista or reduces the range/dmg especially those that hit the mid of the sc
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freshour
Banned
Posts: 835

Re: Suggestion: Phoenix Gate

Post#3 » Fri Jul 14, 2017 1:50 am

Yeah that is also true. I'm curious if anyone thinks the barriers/LOS walls added in this SC would be a good idea or not? I really do like this SC though.

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anarchypark
Posts: 2085

Re: Suggestion: Phoenix Gate

Post#4 » Fri Jul 14, 2017 6:27 am

I always thought praag SC fence was meant for rdps/healers to hide from enemy's sight. cut them from their healer's LoS if they cross. well, walls worked both way it seems.
good to know mdps perspective.
anyway, there is a drop place on the bridge.
putting walls near it will make trench fight at mid.
is it going to suit well with SC mechanic?
i'm not sure.
I think more players spread for flag is better. just my thought.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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Manatikik
Posts: 1249

Re: Suggestion: Phoenix Gate

Post#5 » Fri Jul 14, 2017 7:01 am

I think Phoenix Gate is in a pretty good place right now except a couple small issues (and one only affects Tier 1) with the middle point capture:

- It forces the Flag Capturer to run down middle 90% of the time due to the fact that if the other team obtains your flag they will have a faster route to the 50 point capture; no idea how to solve this because the middle capture solved a lot of old issues of stand offs where both teams have each others flags and neither can/is willing to kill each other but I think a good solution would be to have a timer of 30-45 seconds where bridge turn in is also off so both teams can regroup and have another battle for the bridge capture

- Destruction have a shorter route to bridge capture from Order's base, this means that if both flags are taken at the same time Destruction will capture first by default and can capture first even if they get the flag second if its a Choppa/Mara due to Charge and Flee IF neither flag carrier is harried by the opposition; so far I'm confident that this only affects Tier 1 due to everyone only having access to the Imperial Pack Mount and a lack of hard CC. Not a real issue but just a thought and I think the fix i offered before would easily alleviate this small issue. Though this does note that Order gets to the bridge first at the beginning every time since it is closer to their spawn.


I however think some LoS barriers in the middle could help the bridge stand-offs resolve faster but you can't add too much cover or make a second bottleneck without changing the entire dynamic of the Scenario.
<Montague><Capulet>

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anarchypark
Posts: 2085

Re: Suggestion: Phoenix Gate

Post#6 » Fri Jul 14, 2017 10:38 am

Manatikik wrote: - It forces the Flag Capturer to run down middle 90% of the time due to the fact that if the other team obtains your flag they will have a faster route to the 50 point capture; no idea how to solve this because the middle capture solved a lot of old issues of stand offs where both teams have each others flags and neither can/is willing to kill each other but I think a good solution would be to have a timer of 30-45 seconds where bridge turn in is also off so both teams can regroup and have another battle for the bridge capture
you can check ally dots on the map. if they pushed to wc, run to bridge. if not, pick side path.
if enemy picked flag first, wait for runner to be near their base. after he passed gate, pick flag and run to bridge using trees as camouflage. you will find right moment by experience. 50% chance you are closer to bridge.
sometimes enemy catch your strategy. you still reduce their 150 to 50.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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