As some of you might've noticed, pub received an update last week. Allow me to explain as to why this update happened in the first place, and what the thought process was. After that I'll go over some of the initial reactions people had. Keep in mind that all changes were tested in a controlled environment, so any of the reasons stated below can differ from the outcome in practice.
The main focus was to encourage an active play style, where you want to move around. This resulted in the removal of pretty much all direct shots towards the flag room from outside mid base. Ship settings remain unchanged, but especially basing will be less influenced by bombs coming from spawn, or unreachable spots on roof. The removal of long range bomb shots in or into base also makes the experience for each player more equal, as weapon packets are only sent within a certain range of the player. See the explanation of the warp into flag room rule for more detail.
The changes can be split into three sections:
The base, excluding the flag room, received the most physical changes.
Entrances
Definitely one of the most noticeable changes has to be the blockade between mid base and the mid tube. It's now impossible to shoot straight down through to tube and spawn, or the other way around. Going through the top will be slightly slower than before, but not by much.
Shooting angles
There were quite a few shooting angles from outside of mid base that targeted the flag room that were both providing protection for the shooter and being difficult to reach. The most used spots were the holes in the top corners of lower base. That spot had one purpose, shoot the flag room entrance. Attempts were made to help the team claiming/entering/defending the flag room from this spot, but 99% of the time this is just a spot to camp and hold tab/ctrl. The spot being enclosed also makes it very easy to keep track of people making their way towards you.
Besides that spot, there are some other angles that were used by LTs that have been removed. The name of the game is engagement, and those angles only gave enjoyment to one party, a party that would only have fun if the other party was minding their own business.
Tunnels
The side tunnels are a great alternative way to enter the flag room. One downside of the old tunnels was that the 3 tile width meant that a single ship could block the entire tunnel, leaving no room to dodge (except for weasels).Now you have the opportunity to actually fight and dodge. The blocks at the ends help with making it not the quickest way to get into the flag room, as the main flag room entrance should always be preferred, but it might give you the flanking advantage you need.
Safety zones
While safety zones are there to keep you, well, safe. They shouldn't be the go to when it comes to avoiding, or running from, opponents. They've been reduced to the minimal size needed.
Flag room layout
Flag room sizes
There are now two additional flag room sizes, Small, Medium, Large (new), XL (previously the biggest size), XXL (new). The addition of the extended roof makes it so the flag room sizes are more gradually growing in size.
Shooting angles
The bottom holes are changed in a way that makes it very difficult to land a shot near the flag from outside the flag room. The bottom and the sides are reachable, but to claim the entire flag room you will have to enter.
Roof
With the extended roof inactive, the holes in the roof allow for more shot angles in both directions. It is however impossible to bounce a shot directly onto the flag, as was previously possible. The holes in the extended roof are fairly restricted in what angle you are able to hit, which gives more cover to those who want to camp roof. The higher roof however makes it less easy to get kills.
Some might recall the Christmas map from last year, where the roof was protected by special tiles that absorbed any weapon touching them. Those lead to much confusion, and while it did the job it isn't something we would like to go back to.
Graphics
Flag room shrinking graphics
Previously the only way to know if the flag room was changing size was to notice the 10s change notification in chat. This is hard to keep track off during intense flag room games, so now whenever a region of the flag room is about to close, the region will have a red background.
Entrance status graphics
These are the green, or red, lights near the side entrances of the base. They serve two purposes. The first is to indicate where the entrance actually is. This should help you get familiar with the new locations more quickly. Secondly, they indicate if the entrance is currently closed or not.
The closing of the entrances has currently not been implemented, but will be added in the future.
Wall graphics
Mostly aesthetic, but those gives some info regarding the area such as region names and flag direction. Also interesting in case you like to modify your graphics is that the 6-part wall graphics cover the entirety of the base. This means you can fully customize the base to your liking. The graphics go over tiles, but under ships and weapons.
Reactions
Anti-Levi map
Some have mentioned that the changes were solely made to nerf lev, and that lev is now unplayable. And while most changes do in fact make certain lev playstyles obsolete, they do not make lev less powerful. It remains a difficult ship to pilot well, especially when used in basing.
Roof ruined
If you were an avid roof jav, yes, I can see where you are coming from. The center of the flag room is unreachable with any direct shots and bounce shots by design, when the lower roof wall is active. This happened to be the area javs aimed for. Besides having less angles from roof, there are more angles from inside the flag room, making survival more difficult on the roof. For levs there are still plenty of ways to bomb the roof wall itself, but getting a shot inside the flag room is a lot more dangerous.
Fast mid base entrance blocked
The mid base entrance used to allow for fast entering when approached at the right angle. This is certainly a change that hurts a bit. One benefit would be the better cover when flying through the tube. But the most obvious one is definitely the blocking of shots coming from tube/spawn towards the flag room.
Suggestions
If you are left unsatisfied, or got suggestions on what to change, please leave a comment, message me in-game, or use :tw-p:!comment <comment>.
TL;DR
Changes were made. Map is staying for now. Comment below, or in-game.
The main focus was to encourage an active play style, where you want to move around. This resulted in the removal of pretty much all direct shots towards the flag room from outside mid base. Ship settings remain unchanged, but especially basing will be less influenced by bombs coming from spawn, or unreachable spots on roof. The removal of long range bomb shots in or into base also makes the experience for each player more equal, as weapon packets are only sent within a certain range of the player. See the explanation of the warp into flag room rule for more detail.
The changes can be split into three sections:
- Base layout
- Flag room layout
- Graphics
The base, excluding the flag room, received the most physical changes.
Entrances
Definitely one of the most noticeable changes has to be the blockade between mid base and the mid tube. It's now impossible to shoot straight down through to tube and spawn, or the other way around. Going through the top will be slightly slower than before, but not by much.
Shooting angles
There were quite a few shooting angles from outside of mid base that targeted the flag room that were both providing protection for the shooter and being difficult to reach. The most used spots were the holes in the top corners of lower base. That spot had one purpose, shoot the flag room entrance. Attempts were made to help the team claiming/entering/defending the flag room from this spot, but 99% of the time this is just a spot to camp and hold tab/ctrl. The spot being enclosed also makes it very easy to keep track of people making their way towards you.
Besides that spot, there are some other angles that were used by LTs that have been removed. The name of the game is engagement, and those angles only gave enjoyment to one party, a party that would only have fun if the other party was minding their own business.
Tunnels
The side tunnels are a great alternative way to enter the flag room. One downside of the old tunnels was that the 3 tile width meant that a single ship could block the entire tunnel, leaving no room to dodge (except for weasels).Now you have the opportunity to actually fight and dodge. The blocks at the ends help with making it not the quickest way to get into the flag room, as the main flag room entrance should always be preferred, but it might give you the flanking advantage you need.
Safety zones
While safety zones are there to keep you, well, safe. They shouldn't be the go to when it comes to avoiding, or running from, opponents. They've been reduced to the minimal size needed.
Flag room layout
Flag room sizes
There are now two additional flag room sizes, Small, Medium, Large (new), XL (previously the biggest size), XXL (new). The addition of the extended roof makes it so the flag room sizes are more gradually growing in size.
Shooting angles
The bottom holes are changed in a way that makes it very difficult to land a shot near the flag from outside the flag room. The bottom and the sides are reachable, but to claim the entire flag room you will have to enter.
Roof
With the extended roof inactive, the holes in the roof allow for more shot angles in both directions. It is however impossible to bounce a shot directly onto the flag, as was previously possible. The holes in the extended roof are fairly restricted in what angle you are able to hit, which gives more cover to those who want to camp roof. The higher roof however makes it less easy to get kills.
Some might recall the Christmas map from last year, where the roof was protected by special tiles that absorbed any weapon touching them. Those lead to much confusion, and while it did the job it isn't something we would like to go back to.
Graphics
Flag room shrinking graphics
Previously the only way to know if the flag room was changing size was to notice the 10s change notification in chat. This is hard to keep track off during intense flag room games, so now whenever a region of the flag room is about to close, the region will have a red background.
Entrance status graphics
These are the green, or red, lights near the side entrances of the base. They serve two purposes. The first is to indicate where the entrance actually is. This should help you get familiar with the new locations more quickly. Secondly, they indicate if the entrance is currently closed or not.
The closing of the entrances has currently not been implemented, but will be added in the future.
Wall graphics
Mostly aesthetic, but those gives some info regarding the area such as region names and flag direction. Also interesting in case you like to modify your graphics is that the 6-part wall graphics cover the entirety of the base. This means you can fully customize the base to your liking. The graphics go over tiles, but under ships and weapons.
Reactions
Anti-Levi map
Some have mentioned that the changes were solely made to nerf lev, and that lev is now unplayable. And while most changes do in fact make certain lev playstyles obsolete, they do not make lev less powerful. It remains a difficult ship to pilot well, especially when used in basing.
Roof ruined
If you were an avid roof jav, yes, I can see where you are coming from. The center of the flag room is unreachable with any direct shots and bounce shots by design, when the lower roof wall is active. This happened to be the area javs aimed for. Besides having less angles from roof, there are more angles from inside the flag room, making survival more difficult on the roof. For levs there are still plenty of ways to bomb the roof wall itself, but getting a shot inside the flag room is a lot more dangerous.
Fast mid base entrance blocked
The mid base entrance used to allow for fast entering when approached at the right angle. This is certainly a change that hurts a bit. One benefit would be the better cover when flying through the tube. But the most obvious one is definitely the blocking of shots coming from tube/spawn towards the flag room.
Suggestions
If you are left unsatisfied, or got suggestions on what to change, please leave a comment, message me in-game, or use :tw-p:!comment <comment>.
TL;DR
Changes were made. Map is staying for now. Comment below, or in-game.
Comment