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over 5 years ago - /u/Kenturrac - Direct link

Originally posted by C-Robss

Thx for letting me know. Will fix! <3

over 5 years ago - /u/Kenturrac - Direct link

Originally posted by SheroxXx

This also happens on devastation. If you try to attack church from the German spawn after first sector is down. In first phase you're in bounds, but right after second phase starts it turns into our of bounds. You have 4 seconds to make 10 second run. Good luck.

That's shouldn't be the case. I would like a video. Rush uses the same logic as Breakthrough. Meaning defenders have 60sec to retreat to the next sector.

over 5 years ago - /u/Kenturrac - Direct link

Originally posted by Panogan

On Narvik after capturing 3rd sector and you are on the top right corner at the edge of the map, you are instantly put out of bounds when next sector opens with no chance of making the run....

Plz fix

I am not entirely sure where that is, but I will have a check.

over 5 years ago - /u/Kenturrac - Direct link

Originally posted by 8u11d0g

Plus enemies are showing as in our sector but you cannot get to them.

That is sadly a bad side effect of good sector setup. It's hard to explain,so I made this picture: https://imgur.com/a/0uod42W

This is very rough representation of Panzerstorm Breakthrough which uses the same retreat mechanic. It's a good example because the issue you are describing mostly happens on big maps with long distances between sectors.

So on this map, when the attackers took sector 1, defenders have 60 seconds to retreat from the blue and white area of sector 1 to the white area of sector 2. If we would allow attackers to move into sector 1's blue area (the former defender HQ), then we would run the risk that the attackers would just snowball through the map. Killing defenders on their retreat, putting them into the 15 seconds respawn queue while walking up closely to the next sector.

I am not 100% happy with that situation, but I haven't found a good solution yet that guarantees "no snowballing".