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Make SW Battery ramp destroyable with dynamite?


uips

Make SW Battery ramp destroyable with dynamite?  

9 members have voted

  1. 1. Make SW Battery ramp destroyable with dynamite?

    • Yes
      3
    • No ( Satchel - the way it is right now )
      6


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Suggested by  on discord

https://discord.com/channels/444086039846322192/523532868761419800/1099743019600707645

This would make Allied West Beach way easier as axis can not destroy ramp that fast. Would be worth a try. It is just one number change in script.

Also it would be possible to make construction part hard by increasing charge bar usage and construction time. This could be used as counter measure if dynamite only ramp would make it too easy for allies.

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3 hours ago, uips said:

Suggested by  on discord

https://discord.com/channels/444086039846322192/523532868761419800/1099743019600707645

This would make Allied West Beach way easier as axis can not destroy ramp that fast. Would be worth a try. It is just one number change in script.

Also it would be possible to make construction part hard by increasing charge bar usage and construction time. This could be used as counter measure if dynamite only ramp would make it too easy for allies.

is there a possibility to make the ramp double buildable? if built once - satchel can destroy it. If built twice/reinforced then only dyna can destroy it?

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I think the CP fix alone will help enough. It makes no sense that axis can spawn there even though their CP isn't build. Both changes (CP and ramp) might make it a bit too easy for the allies?

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It should be possible to make double build. Similar thing is working on fuel dump bridge. Probably more scripting needed here if it can be done without editing map. Someone more advanced in scripting/mapping can give more insight on this :)

Another option would be to make ramp destroyable by heavy weapons (grenade icon) and give it a lot HP so one satchel will not be able to take it down. But this will make all heavy weapons capable of destroying ramp (depends how much HP given)

Previous implementation of axis neutral CP spawn was causing weird situations. Was done by mapper to make things easier for Axis. Fixing CP behavior will make it easier for allies and therefore also round time is down to 18min from 20min and axis spawn time lowered by 2s.

first part of map does not need to be agony. For example in special delivery flag is usually captured in few mins. Call it unbalance but i guess noone wants to be stuck on 1st spawn in special delivery :D. So this is also a viable option when first part is easy/easier. Might make axis thinking faster about defending that gun. Dunno who agrees but both beach parts for allies not so fun.

And yes map is weirdly balanced towards allies but a lot of times those wins are allies somehow sneaking past axis. Axis not reaching gun in time or not enough people bother to defend it. There is also this infamous axis recap flag that can cause allies to win too :D. Wonder if it is possible to reset map bias as for now this number is static due to data of so many previous matches.

But experimenting with gameplay tweaks not a bad thing? As nothing is permanent and can always be reverted back. Might find something that works better and something might make things worse. It is actually kind of common in most modern games to have monthly/yearly patches around gameplay

Edited by uips
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