Gromril Crossing and other "race to the flag" scenarios
Posted: Wed May 26, 2021 5:53 am
So I spent quite a bit playing the weekend scenario of Gromril Crossing and it sure feels like Order simply has a quicker path to the first flag (the bridge) than Destro does.
Before you freak out this isn't a reaction to the latest patch, I believe multiple scenarios have this issue and I imagine there is at least one that might favor destro.
That being said it seems quite pronounced in Gromril as often order is already in the process of capturing the flag before we even arrive on the destro side.
Is this something that the dev team is willing to look at? This seems to greatly impact the flow of the match, especially in this scenario where the next flag is dictated by who wins the first and points are awarded.
On a separate matter on this map there is the horrible broken train tracks outside of the destroy spawn that is just a trip hazard for everyone trying to navigate through. I'm sure the response could just be "git gud" but I'm sure the intent isn't to disrupt navigation between the spawn and one of the flags and I constantly see people get caught up in this and it's just bad placement.
Not sure what other scenarios have this problem - I know nordenwatch feels this way sometimes with regards to distance, but not as exaggerated. Would be interested to know if someone has actually tested these out.
Anyways would be happy to hear peoples thoughts and if this is something devs actually want feedback on and would consider adjustments for.
Before you freak out this isn't a reaction to the latest patch, I believe multiple scenarios have this issue and I imagine there is at least one that might favor destro.
That being said it seems quite pronounced in Gromril as often order is already in the process of capturing the flag before we even arrive on the destro side.
Is this something that the dev team is willing to look at? This seems to greatly impact the flow of the match, especially in this scenario where the next flag is dictated by who wins the first and points are awarded.
On a separate matter on this map there is the horrible broken train tracks outside of the destroy spawn that is just a trip hazard for everyone trying to navigate through. I'm sure the response could just be "git gud" but I'm sure the intent isn't to disrupt navigation between the spawn and one of the flags and I constantly see people get caught up in this and it's just bad placement.
Not sure what other scenarios have this problem - I know nordenwatch feels this way sometimes with regards to distance, but not as exaggerated. Would be interested to know if someone has actually tested these out.
Anyways would be happy to hear peoples thoughts and if this is something devs actually want feedback on and would consider adjustments for.