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I saw this video showing KoTH where it was 1sec in hill=1point no matter how many people you have in the hill. This was just recently shown at SDCC during a mini tourney casted by Bravo I don't know if this/when it will be implemented but I think more people should know about it and get it out there and hopefully we could see it return to competitive. http://m.youtube.com/watch?v=lKoBranYixQ
This thread's intended purpose is to collect a healthy and constructive amount of ideas, requests, concerns, and changes in the transition from the upcoming V4 settings into the (assumed) V5 settings. With the V4 settings compiled and shown in the V4/team Throwdown Discussion Thread, we now have a concrete idea of what will be included as far as gametypes and maps, as well as the settings and load outs used. With that being said, it is never too early to look ahead and speculate as to what should and may need to be changed in the transition to V5. Included topics will be anything involving the weapons, weapon placements, power ups, AAs, settings, maps, changes to map layouts, and gametypes that you want to see or think should be included/removed within the next iteration. Please try your best to have good reasoning and well thought out discussion points to back what you say, and be respectful of others posts (obviously). Personally I have a few off the top of my head that I'd like to get out there: •I know that adrift isn't exactly the fan favorite, but if we keep it (which we should, considering it's on disc) I would like to see a weapon placement change involved an OS on top mid, while rockets are put on blue corner, replacing one of the sniper rifles. This way, we have a more malleable choice to make in the beginning of the match, as well as options and scenarios that the flag carrier can play with. Also, taking one power weapon out of the equation will help with the congestion of the hallways, thus helping map movement. I'd really like to see this at least tested out, just to see how it plays. •No sprint, increase Base movement up to 110%. Sprint is a detriment and a crutch, and why it was even put into this game after it was taken out of Reach due to it's unpopularity baffles me. It makes map design drab and boring, devalues map control and power positions, lower the effectiveness of call outs, allows mistakes to go unpunished, and causes more CQC than needed. •If we do go with NS settings, scale the maps down to a suitable size for jumps and routes to still be accessible even without sprint. •Consider Damage Boost as an offensive power up to be controlled on at least one map. DB is plenty capable for utilization as a map placed power up to be controlled for offensive strategy. It only lasts 30 seconds, meaning it must be used quickly, thus disrupting stand offs and speeding up gameplay; It would be a perfectly viable opposite to OS, allowing for a team that is down to turn the tables through a perfectly balanced and fair scenario; it would open up the games sandbox more than we already have; and it would give plenty of help to the metagame, giving many new and exciting strategies to be devised and executed. •Consider a new map remake. When I say new, I mean something that we haven't seen remade for tournament play. I, personally, would love to see Cold Storage or Construct be remade for this game. Both play extremely well and have proven their competitive nature through trial and error. I understand people have a thing against remade maps, but they don't make a new NASCAR track ever year for a reason. Muscle memory makes for exciting plays and strategies. Please be respectful and constructive to others when posting. GO! Compiled list of requests and concerns: Consider replacing Dispatch with a more complex map (Ender, Strident, Confined have been mentioned) Change OS to 90 second timer rather than current 120 second Evaluate Adrift power placements Consider changing weapon spawns on Dispatch 2 PW, 1 PU instead of 3 PW, 1 PU. Consider inclusion of DB/SB in replacement of PW implement NS settings/gametypes/maps if possible Increase base player speed to 120% instead of 110% lower gravity to 95% Consider sliced Monolith as a replacement for Adrift. Switching from dynamic player spawns to a static spawn system Find and test relevant and viable asymmetrical maps Adjust and evaluate quicker spawn timers for PW/PU to match our quicker sandbox after the weapon balancing. Consider changes to abandon's weapon layout (Sniper gold court, rockets/railgun on beach, OS fine) evaluate Shotguns/Scattershots and their viability as usable PW within the settings Push for a Custom PU/Camo pick up for placement on maps. Consider placement of PW/PU on bottom mid court of Haven Make fixing KoTH/Oddball for competitive settings a priority for MM team, so they can be utilized in rotation Encourage the use of maps from multiple forgers Remove OS from initial spawns, consider 90 second timers Consider using KoTH even with points glitch, but modify settings to increase metagame