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First of all, thanks for the feedback! I'm sorry for the late reply, we did read it and talk about it though!
About A site: we think moving/extending the bomb plant zone towards the outside plaza would make for too difficult after plant situation (as a CT), since there would be a bunch more large distance angles to keep in mind when defusing. But maybe we didn't understand the issue completely.
Why did T side only went A once or twice? Was it too difficult for T side? Would like to hear back from you about this for sure :)
FPS/clutter: I'm working on improving FPS overall. During internal testing there were never big issues about performance from anyone participating, so it's good the map is getting more playtime and we get more feedback about this.
Thanks again for taking the time to write down your feedback!
I want to break this up into both sides:
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CT Side: On a purely psychological level, people are more compelled to go to B site. The way to A site directly (and indirectly) is just out of the way from spawn, more CT players will just feel like not going. Of course, this was in casual, where people play....casually. Naturally in a competitive setting people will be more organized. I felt the need to bring up this point because it is a reason for why people from the CT side didn't go to A site more often.
In terms of defending A site, I don't see a problem. I saw a lot of people in casual playing defensivly in the plaza rather than the site but this will also probably change in a competitive scene. When I went to A site as a terrorist, I could take it with relative ease since (as seen above), psychologically, people were less inclined to go towards A site and a Counter-terrorist.
Obviously, these will change with the introduction of competitive play, but I felt the need to explain both sides, as this site affects both sides.
Now onto the more important bit...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
T side: It was sort of the same issue, where people were psychologically compelled to go to B site. The entraces to A were just "off the road', if you will. A site just isn't inviting enough, and the paths aren't more easily taken. It is true that the way to A site is closer to T-spawn but people want to go forward, not some random path to the left. Obviously these are things you cannot really fix, but again, it's just something I felt I needed to include (it influenced people's decisions).
In terms of taking bomb site A, it just seemed very uninviting. Yes, it's true that I said I could take it easily, but probably not in a competitive setting. Going against a set up of (probably 2) CTs would be very hard. I can imagine them being hunkered down in all the nooks and crannies of the claustrophobic site. I didn't think about after plant scenarios, so you got me beat there :) but it would be pretty easy to defend. In a way it feels like Cobblestone's A site, where people just don't seem to go there very often (for obvious reasons, but it's a good example nontheless). It also feels like when terrorists enter the site, they become exposed to so many angles it would mean instant death. The problem with throwing smokes in such a small place is that the Counter-terrorists would just hide in them too.
I'm going to play some more later, and check out some more CT holds and T takes (last time i checked, the servers were down because they haven't been updated) so I'll fill you in on that when I get more info.
So, those are my complaints for bombsite A. Now, what about the solutions? Well, It's tricky. I addressed the psychological factor a bit earlier but I still stand by what I said, which is that you can't really do anything about that (but it will probably change in a competitive settings). in terms of holding down A site and taking it, what if you did 1 of 2 things:
- Made the actual room a bit bigger. This would decrease the unreasonably large plaza area (in my opinion it's just too open to be effective or useful as a place to hold site. I do believe that it's good and a lot of cool smokes could be learned to take out this "sniper's playground" though). This would eliminate the claustrophobia and maybe increase the usefulness of any smokes.
- You could also eliminate one of the cubbies as well. I'll take a screen shot and post it below, but then again, this could run the risk of making the site too "open".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738482940
(NOTE: while above I said to eliminate one of the cubbies, you could also do what my screenshot suggests, which is to just remove the wall and make that position more dangerous)
Overall, A site definitely favored the side that controlled it and unfortunately my "fixes" are probably not very good. I feel like it is still a well desgined area, even with my attempts to pick it apart. I feel like it could only be truly tested in a competitive setting, which I don't have access to, to confirm or expose my suspicions and concerns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once again, thank you for the reply. I have a suggestion that goes hand-in-hand with this:
I took a screenshot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738483121
and it's pretty much just a recommendation to extend the plant-able area. I think it could offer some unique opportunities for planiting for different people.
Congrats on having your map picked, though. You guys really deserve the publicity for such a great map! :)
EDIT: whew, I'm sorry for making this so long.
I'm not suggesting changing anything other than the area where you can plant the bomb on A site.