- New B point
- Changed some routing between B and C
- Changed some routing between B between A to better telegraph a flank route
- Changed C point to favor attackers from B more
- Added prop jump to A
- Added new cover to C
- Changed some routing between B between A to better telegraph a flank route
- Changed C point to favor attackers from B more
- Added prop jump to A
- Added new cover to C
My takeaways from having A4 tested are:
1. B point feels way better to play on. There are still a few defense issues where it's it's able to be hard held by engineers and spawns are still a little too close, but it's overall an improvement. I really like how it feels like an onslaught of attackers when defending, want to try and preserve that if I can.
2. B point SUCKS to push out of. While B is better than it used to be the routes that connect it to the other points are just not good atm. They all favor attackers a little too much but because the point is hard to push into it kinda just stalemates.
3. A point is fine but maybe a little boring? A point seems like it may be the hardest to defend but it's so removed from B and C that it's rarely contested.
4. C is cool but it's problematic. I really like C point and the geo in the little room adjacent to it, but everything about it creates too many issues for B point.
For the next update I think I'm going to focus on completely redoing C point, thinking about setting it inside a giant cavern. Going to also try and edit the routes between A and B to make pushing through a bit easier and do make some small changes to A and B.
Screenshots below.
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