Re: Biolab got butchered (PTS)
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It is more that a few things are really bad and a few things are ok.
For one, the force field over one of the points I do not support. I would much rather the CP made into a single-entry hut (with a roof) than see this glaring dumbass force field in the middle of a biolab. That thing really looks like it has no purpose.
The walls bordering the entry on the airpads I like. I could narc about aesthetics here like I did before, but at least these things should work.
The anti-camp roof over the teleporter tucked away in a corner I like very much.
Ultimately, with the spawn room, there should be another wall around the spawn room shields to prevent folks shooting out of the spawn. That way you have to risk death in order to defend. In its current incantation, the sides of the spawn room that are of very little tactical or strategic importance are going to be easier to defend than the front, which obviously stands between the spawn and the SCU. If we had any compromise, reverse the position of the walls to cover the sides of the spawn rather than the crucial point between the SCU and them.
Conversely, making the attacker's teleporters harder to camp has them risk death more often in the case of a stalemate, because in order to "attack", they will have to leave their little hut. This I support because if the current owners actually bother to defend, more kills will happen in the area due to the attackers being outside of an indestructible hut. More kills is more certs.
The long-walk and teleport to vehicle bay, of course, absolutely must be fixed.
Last edited by AThreatToYou; 2013-10-24 at 10:32 PM.
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