was that poor team balance keeping the fighting at that side's choke point (and base) or is that just the way the map actually plays?
indecisive
useful
was that poor team balance keeping the fighting at that side's choke point (and base) or is that just the way the map actually plays?
Last edited by PopeAK49; May 19th, 2009 at 10:15 PM.
As I said, there is a lot of data missing from that heatmap. It created two files, and the other has the majority of the data, but something went awry and a lot of it is, well, fucked. However that area on the red side is a very good chokepoint if your driver doesn't make the right jumps, of course you can't really hold it without the tank, which is why it's meant to be such a stalemate breaker. Something we noticed was that red would never take the outer blue paths to attack, so blue team has a similar chokepoint, but to a lesser degree, however avoiding it costs time. There are some changes that are going to be made to both sides, but as I said, they are relatively minor changes that will only slightly change how the map plays. The walking path is pretty much set to go as well, just a bit more filling of empty space in the middle room.
Also if anyone has a way to make gravity lifts sync, that would make the middle ladders less of a possible gameplay issue.
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