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TWLB mapchange, why it is needed

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  • Originally posted by ÆNIMA
    Or that somebody's got really cocky about a squad and really, the squad needs tweaking.
    Crven isn't even on our squad... I don't think any of us made that excuse.

    I thought both frbase11 and frbase12 were nice attempts, but I definitely wouldn't prefer changing the base to them. I'd really be interested to see what would happen if you took away the walls that the sharks/spiders hide behind in the tube. It could definitely force basing back towards a more line-oriented system.
    5:gen> man
    5:gen> i didn't know shade's child fucked bluednady

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    • Originally posted by Mattey
      You sound like Fox News.



      Removing the two little blocks will make lines and crams harder to perform. How is this biased to either?
      Heh ... yeah I think I'm posting too much.

      But about the blocks. Ppl have brought up the problem of lag associated with the cram. By removing the blocks in that one entrance, you are not decreasing the lag ... all 16 players will still be at that choke pt trying to get in. And as far as I have seen, both Crvn and Miau see lag as the main problem that makes cramming unbalanced. The only solution to the lag, w/o blatantly eliminating a teams' ability to cram, is to have multiple entrances.

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      • See, but you aren't talking to crvn or miau, you're talking to me. Lag works both ways (99% of the time) and this would definitely decrease it. Without those little nubs, sharks, spiders and terr would all be pushed away with a couple good shark reps (increasing the use of a good shark). This would also make lining harder, because it would be easier for offensive spiders to hit the defensive ones. Removing the tiles would make the overall entrance easier (but not too easy) which I think is the whole point of the map change.


        P.S. I love paranthetical phrases.
        Mr 12 inch wonder

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        • you can't solve lag. You can, however reduce a weaker teams ability to hold the flag based solely on lag, which could be accomplished by opening up the enterance just a little bit.

          Removing those little nubs not only makes it harder for the terr to stay in close to the cram, but it also makes it way easier for hte attacking terr to jump into the fr quickly. a lot of times a shark rep will screw up your bounce, and you'll get caught on those blocks.
          http://www.trenchwars.org/forums/showthread.php?t=15100 - Gallileo's racist thread

          "Mustafa sounds like someone that likes to fly planes into buildings." -Galleleo

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          • I don't like that particular change's effect on how much terr wrangling it takes to slide through the entrance, but it does seem like that's the simplest solution to this little problem.

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            • In cram, if the team's sharks know their job, their terr may just as well go afk nowadays. Cramming is quite boring for the terr. REMOVE THE NUBS!
              6:megaman89> im 3 league veteran back off

              Originally posted by Dreamwin
              3 league vet

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