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Ashley Swift
New Age Empire. General Tso's Alliance
4
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Posted - 2014.09.28 16:22:00 -
[1] - Quote
Very simply, Bush is the team deathmatch game mode, TDM should not take more than 10 minutes to complete whether it is 50 or 80 clones. The game mode suffers from being too slow many times and ends up getting dragged out for no reason. These are the main issues currently faced in Ambush.
Maps are thrown into the full-sized Skirmish/Domination setting.
Starting spawns tend to be too far from each other or in some cases way too close.
Spawn traps happen too frequent.
Battle Timer is too long.
Now not every single round of Ambush occurs like this, but it has been happening to much for far too long. Here are some changes to help make the game mode much more enjoyable.
Battle Timer reduced from 15 minutes to 10 minutes.
Maps need to either be scaled down like how some of the new maps we got in 1.7 had the red line closed in to certain areas (the map with the needle and bridge full of Turret Installations), or have proper spawning implemented (next topic).
Launch spawns need to not be 250+ meters from each other. If one team spawns in a small complex/Skirmish objective at one end of a bridge the enemy should spawn at the opposite objective of the bridge, NOT IN A COMPLEX ON THE OTHER SIDE OF THE MAP. Too often does it take 2+ minutes just to find the enemy and have more than 5 kills happen. Just the same, if both teams are spawned in a complex/compound area, they are spawned just at or outside the city walls with ~100 meters between them.
Along with spawning, players should not be respawned in the group of teammates being defenselessly slaughtered by gods like xD3struction or Destroyer Air. These respawns need to not be in enemy line of sight and should occur 50 or so meters away from the battle hotspot. Enough time to properly re-engage yourself into battle and to not be killed in the first 7 seconds.
Aside from actual other in-game balance changes and such, these are just some simple tweaks to make Ambush a less frustrating game mode.
Now that you're close I feel like coming undone
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Ashley Swift
New Age Empire.
7
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Posted - 2014.10.06 19:54:00 -
[2] - Quote
With continued thought, fixing the spawns is the primary solution. As long as the game mode is kept paced properly, very few ambushes should go over the 10 minute mark and the battlezone is mated with spawn placements that create appropriate boundaries.
Now that you're close I feel like coming undone
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Ashley Swift
New Age Empire.
8
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Posted - 2014.10.06 23:07:00 -
[3] - Quote
Crimson ShieId wrote:I actually rather enjoy it when the teams are spawned far away. Sometimes one side will set up in an area and wait for the enemy to come to them and it actually makes it feel like what it's called; An Ambush. Having your entire team moving up towards a point is cool too, never knowing when someone is going to get shot, scanning the surrounding area for cloaked scouts and such is actually bordering on tense. It'd probably be more fun if the maps were larger and had more cover though...
You've definitely got some awesome points though, spawns are the main issue with ambush and they tend to be what makes or breaks a game. Having a constant stream of spawns into the middle of gunfire because the smart spawn flunked kindergarten is really annoying and should have been fixed ages ago. Hopefully Ratatti will or has taken these issues into account and has something in that head of his that could be directed towards fixing the problems in ambush.
You also need to understand this is simply Team Deathmatch and is only called Ambush because it isn't the tired, old TDM name. The 'Ambush' type game mode you are thinking of isn't going to exist until players can actually occupy land, which is Project Legion/PS4/possibly never. The goal is to make the current Ambush not a dragged out, unplayable game mode that it tends to be.
Now that you're close I feel like coming undone
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