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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map Feedback - CTF Raindance

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 Map Feedback - CTF Raindance 
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Safaex
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Joined: Thu Dec 15, 2011 8:55 pm
Posts: 354
Location: Sweden
Post Re: Map Feedback - CTF Raindance
Armoredphoenix wrote:
Incoming crazy idea...

Is it possible to activate the grate to open after a certain amount of "turtled time"?


Like this idea...


Thu May 31, 2012 7:28 am
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Sisarot
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Joined: Sat Apr 07, 2012 2:36 am
Posts: 218
Post Re: Map Feedback - CTF Raindance
I really try to like this map but i only hate it more and more when i play it.
The biggest problem i have with this map is that most classes are so useless on it. I even think a team of only PTHs and SENs would probably be the strongest on RD.

PTH: The huge hills make them even more overpowered than in other maps. Chasing a pth as a sld is just near impossible on this map. Only pth can chase well, making them the best flag defense, flag capper and also best flag offense class in the game, because long range SF spam is so powerful on this map. So you have PTH who is the best class at the 3 most important roles in the game.

SEN: The map is wide open around the flag stand: sniper paradise.
And additionally, because PTH is so good in this map SEN also because even stronger because they are the hardcounter to PTHs.
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Thu May 31, 2012 10:57 am
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hydra66


Joined: Tue Apr 03, 2012 3:43 am
Posts: 28
Post Re: Map Feedback - CTF Raindance
I'm also getting increasingly frustrated with raindance the more I play it. On one hand it's laid out well and plenty of opportunities for speed etc. However there's always at least 1 situation per game where the capper's nicked the flag then runs off to hide in an inaccessible gen room guarded by mortar spam.

Create a second larger, entrance to the gen room that comes out behind the enemy base or have a retractible roof for the weapons silo/gen room controlled elsewhere on the map (eg towers on either side or the bridge). Defenders get an extra starting lvl 2 turret pop up whilst the roof is open

Of skip the faffing about with multiple gens and just leave the roof open - interior may need tweaking to prevent mortars just taking out the gen but surely that's better than the way it currently is?


Sat Jun 02, 2012 5:40 pm
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KrazyBear


Joined: Fri Oct 29, 2010 11:51 pm
Posts: 120
Post Re: Map Feedback - CTF Raindance
map bug...people are putting mines inside the wall on the flag tower...cant shot them or see them but when a capper goes by them they explode. also mines right on the lip of the tower cant be hit with splash damage. please fix
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Tue Jun 05, 2012 11:27 pm
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Sereex


Joined: Sat Feb 25, 2012 8:01 pm
Posts: 5
Post Re: Map Feedback - CTF Raindance
Really cool map, but the generator room needs a second entry. Mostly when I play the entry is blocked with mass mortar granate :( . That's to easy to defend.


Fri Jun 08, 2012 7:36 pm
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Spinebuster


Joined: Fri Dec 23, 2011 8:28 pm
Posts: 397
Post Re: Map Feedback - CTF Raindance
KrazyBear wrote:
map bug...people are putting mines inside the wall on the flag tower...cant shot them or see them but when a capper goes by them they explode. also mines right on the lip of the tower cant be hit with splash damage. please fix


+1


Sat Jun 16, 2012 8:19 am
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miroku2192


Joined: Tue Apr 07, 2009 7:55 pm
Posts: 189
Post Re: Map Feedback - CTF Raindance
Definitely want to echo the problem related to turtling on this map. The problem is that there is only one small entrance to the base on this map, and with the small entrance, there are essentially 3 or (4 if you count gen platform) layers for the flag holder as well as their mortar spamming + fractal spamming defense buddies to stand (and good cover -- the pillars on the top layer, etc., and add on top of that, the easy access to the inventory station for ammo and health regens). Raindance worked in previous games (let's just use T1 as an example) because you didn't have the combination of mortar + fractals, with fractals/other grenades being super powerful and also limiting in how you can access the room. You get mowed down so easily in Tribes Ascend when a group of people turtle in the base. The other tribes ascend maps don't face this issue as much, why? Because there are multiple entrances to make up for the fact you can easily eliminate one "area" with turrets, mines, mortars and fractals/grenades.

So as others have said, either add another entrance or make the ceiling have a hole as well. The area in the base is too small for you to effectively counter the turtling method (unless you have a coordinated team going in together, but it's hard to do that in pubs, and please don't tell me to go search with your buddies because not everyone is on all the time, and sometimes I just feel like sitting in a pub. That's called avoiding the issue, we want to fix the issue).

Thanks.


Wed Jun 20, 2012 11:33 pm
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Spinebuster


Joined: Fri Dec 23, 2011 8:28 pm
Posts: 397
Post Re: Map Feedback - CTF Raindance
Add a tunnel from little room on the flag tower to the base. Its useless now that we cant place inventories in there in this game.


Thu Jun 21, 2012 3:32 pm
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miroku2192


Joined: Tue Apr 07, 2009 7:55 pm
Posts: 189
Post Re: Map Feedback - CTF Raindance
Spinebuster wrote:
Add a tunnel from little room on the flag tower to the base. Its useless now that we cant place inventories in there in this game.


Would make it too easy to get to the flag from within the base imho.


Thu Jun 21, 2012 8:06 pm
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Andur
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Beta Tester
Beta Tester

Joined: Tue May 05, 2009 7:35 pm
Posts: 5835
Location: Spain
Post Re: Map Feedback - CTF Raindance
Raindance gen room gets a new entrance with today's patch.


Fri Jun 22, 2012 1:14 am
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