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(Poll) Reikland Factory is perfect, but only for 2/3 ?

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Poll: Is Reikland Factory can be even better?

Small passage would be great, I want those paths to reopen
38
63%
Guards positions right now is better, I don't want that all these paths were reopened
22
37%
Total votes: 60

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Arena
Posts: 165

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#11 » Sat Apr 30, 2016 9:37 pm

By the way that is big strategic hole. If enemy is always have path to warcamp and you don't have any opportunity to block it by attacking from that side – then enemy in case of loosing can just cowardly hide into warcamp. Right now there is clearly no option to do this if enemy is on central flag, which means there is no strategy can be involved on half of the map! Why hit enemy in front when he always can fall back and hide where you can't follow him?

My premade counts on strategy in first place, so don't having many paths to effective hit enemy is critical for us. I think it also critical for every group with voice who play scenarios.

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Telen
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Re: Reikland Factory is perfect, but only for 2/3 ?

Post#12 » Sat Apr 30, 2016 9:55 pm

You can still go across and in behind the enemy in their entrance. You just dont have the majority of matches a spawn camp holding bridge like you used to.
Image

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Azarael
Posts: 5332

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#13 » Sat Apr 30, 2016 10:55 pm

Yup. I remember how it was - it was about making a U from spawn 1 to spawn 2 and ignoring the rest of the map. The joke that it was before was exactly what spurred me to make such a drastic change to it. I think RF is one of the scenarios that is least vulnerable to spawncamping in its current state, and I don't intend to see that changing.

And don't appeal to the other scenarios (especially Battle for Praag) because they won't be left spawn campable for long.

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Vayra
Posts: 577

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#14 » Sat Apr 30, 2016 11:21 pm

Tbh, BfP is only spawncampable because people are idiots. There's 3 exits to 3 different parts of the map, if you get boxed in at one of them and refuse to use the others, you deserve to be farmed there.
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Reklaw
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Re: Reikland Factory is perfect, but only for 2/3 ?

Post#15 » Sat Apr 30, 2016 11:49 pm

i wish there was only 2 flags to hold, in viewing distance preferably.
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Arena
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Re: Reikland Factory is perfect, but only for 2/3 ?

Post#16 » Sun May 01, 2016 12:07 am

Azarael wrote:Yup. I remember how it was - it was about making a U from spawn 1 to spawn 2 and ignoring the rest of the map. The joke that it was before was exactly what spurred me to make such a drastic change to it. I think RF is one of the scenarios that is least vulnerable to spawncamping in its current state, and I don't intend to see that changing.

And don't appeal to the other scenarios (especially Battle for Praag) because they won't be left spawn campable for long.
I always hated that too (when people clash at first flag and ignore whole map). And that why I already say before – removing that flag near WC was the best what you could do with RF, and I thankful that you did it.
I have no intentions to see how people clash just before warcamp again, no thanks.
But this is not my point.
Let me make it more visual, like before:
Image

So this way people can't fight right before spawn points, and yet all paths from my first picture will be available to use in full force. We don't need lot of place, we need passage wide enough for 1 party.

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magter3001
Posts: 1284

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#17 » Sun May 01, 2016 12:09 am

Vayra wrote:Tbh, BfP is only spawncampable because people are idiots. There's 3 exits to 3 different parts of the map, if you get boxed in at one of them and refuse to use the others, you deserve to be farmed there.
I think the hard part though is doing anything useful outside of the main exit. It's really easy to defend flag 2 and 4 while spawn camping the enemy and if the opposition caps flag 1 or 5, then you just recap flag 2 or 4 with complete ease.

Yeah there are different exits, but what purpose do they serve outside of a 6 man slamming the zerg from the rear.

PS... it's miles better than what it was on live. I remember specifically never queueing for this scenario because of how stupid the design of the map was. Removing landing made the scenario one of my more favorite ones instead of my most despised one.
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Arena
Posts: 165

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#18 » Sun May 01, 2016 12:14 am

Also please notice, that there will always be people who just want to farm emblems. They not be pleased to see premades on scenarios like Reikland Factory, just because RF is still very fast scenario and very profitable to farm by capturing flags without engaging the fight.

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Valfaros
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Re: Reikland Factory is perfect, but only for 2/3 ?

Post#19 » Sun May 01, 2016 7:57 pm

Is there really nobody annoyed by the fact that only order has a way up the ramp now. I most certaintly am annoyed by it. I don't see the point going mid nowadayes anyway because you always face 2 BW 2 SW and 2 engis up there who shoot you to death in no time till you got up to them.
If destro starts with mid at the beginning it ends often with a wipe because of that and that is just ...

On live you could just walk up behind them and woop their buttocksies. I am okay with the guards if you give me a ramp to walk up there without walking all the way around or walk mid and get killed before you even get there.

+No spawncamping anymore this is just not true the only difference is that you stand now at the entrance to the building so where is the point anyway.
Just don't revert the first flag at the beginning because that caused some problems with safe heal + tank

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Vayra
Posts: 577

Re: Reikland Factory is perfect, but only for 2/3 ?

Post#20 » Sun May 01, 2016 10:34 pm

Valfaros wrote:Is there really nobody annoyed by the fact that only order has a way up the ramp now. I most certaintly am annoyed by it. I don't see the point going mid nowadayes anyway because you always face 2 BW 2 SW and 2 engis up there who shoot you to death in no time till you got up to them.
If destro starts with mid at the beginning it ends often with a wipe because of that and that is just ...

On live you could just walk up behind them and woop their buttocksies. I am okay with the guards if you give me a ramp to walk up there without walking all the way around or walk mid and get killed before you even get there.

+No spawncamping anymore this is just not true the only difference is that you stand now at the entrance to the building so where is the point anyway.
Just don't revert the first flag at the beginning because that caused some problems with safe heal + tank
Yeah. Destro needs to be given a way to access the top floor from outside near their spawn, or the order ramp needs to be removed/blocked off.
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