Reply To: Server Suggestion Thread

#28778

cacophony if you could add me to friends that’d be great we could chat a bit.

 

First of all, I don’t mean to sound *edited*y or anything like that, but I have been playin for over a month now since it came out beta, so I have seen how the servers run and maps and stuff. With that said…

 

Few things i’ve noticed now that i’ve played on the server for a few hours straight.

 

First thing, add about 5 seconds onto any respawn time server side. Due to the respawn mechanism where it shows your killer in a nice lil pose(don’t forget to taunt after you kill someone ;)) the respawn, even on instant respawn servers, is about 5 seconds.

 

next I think it’d do best, if we can, to try and cater to a few maps individually or maybe as a whole but in categories.

 

1) CTF maps – short respawn is better but not neccessarily a must, you can go a little lengthier and still have good playability, not 20 secs, but 10 is not dreadful. Most map timers for 2fort are set at 30 min, it’s a good amount, allows 3 or 4 games played generally, works well.

 

2) PUSH/PULL maps – ie. well/hydro/(ugh)granary – 30 min timer is still good here as there are constant battles raging all over the map, any longer and a runaway will get out of hand, any shorter and your not gonna get a decent amount of rounds in if it’s a good battle. I played well and hydro both maybe 3 times tonight and we had about an average of 4-7 rounds each map, fun yet not overdoing it. Big thing for this is low respawn time, due to the push/pull feature, and the moving respawn points, you need a short respawn to be able to get out and defend if your being pushed hard. A few scouts and a few deaths with a 20 sec respawn time, and your dead in a hurry.

 

3)CP maps – ie. dustbowl/gravelpit/wolfe(hopefully) – respawn timer is much more crucial on these kinds of maps for both sides, need to get up and reinforce both the offense and defense. It should probably be about 3-5 seconds. Map timer is where the decision is, if we can change it, a longer map timer would highly increase fun and playability on these maps. It’s *edited* hard to both attack and defend to the last point on dustbowl in 30 min. If not *edited* near impossible. You can probably ask most people that have played for a bit, and they’ll tell you hands down the best games they have had, have been on dustbowl. It’s such fierce competition and the 3 individual maps offer great battle locations. But like I said, if your having a good game, it’s very hard to play through both sides in 30 minutes. I say raise this to 45 and we can pretty much guarantee both sides get to attack and defend to the fullest at least once if it goes that far. Same with gravel pit, a good defense can take 5,5,10 or so for each point, not leaving much time for the other team to defend. Wolfe is kind of the same, it’s harder to defend than the other two maps, but just as fun.

 

So that’s my opinions drawn out basically, short respawn timers across the board pretty much are needed to keep the game intense and people interested, right now if you die 4 times pretty quick, your sittin out for about 2-3 minutes and that just blows. I’d like some feedback on my comments about the CP map times and maybe if it’s even possible to change the timer for each map, i’m not sure, i may be asking too much.

 

oh and the only other ctf map besides mach2 out there i’ve played is battlecreek – off of the halo map – and it’s ehh… too open for good playability, it is fun, even has the teleporters to each side in back, but it’s very easy to get stuck in base and have no chance at all of getting out.