Read moreHamada was the map I ended up on the two games I played. Both were overwhelmingly one-sided to the defenders. Just straight up frustrating for the attacking side and quite boring for the defending side. It was the reason I didn't play the game mode after getting my first weekly done. So take all this with a grain of salt from low play numbers but hopefully helps in further design on maps.
The height difference gave an advantage to the defenders in that they became hard to hit while attackers needed to go out in the open in choke points to advance. Even with smoke grenades the MMG fire and explosives were spammed in those areas picking off attackers.
The weakness here isn't the height specifically, if anything that can make for an interesting attack (attacking a castle). The issue comes in the vectors for attack instead due to the choke points and the out of bounds zoning. As well as the volume of re-supply points available to the defenders.
One of the...
Hamada was the map I ended up on the two games I played. Both were overwhelmingly one-sided to the defenders.
I hear you! I'll see what can be done about the balance. :)
So take all this with a grain of salt from low play numbers but hopefully helps in further design on maps.
It does! I really appreciate you taking the time to write, even more when it wasn't a good experience! That's what I need to be able to improve stuff.
One of the main mechanics I can see working to fix this is Building. There was close to no building that could be done to help give more cover on the advance.
Some people suggested trenches and foxholes, and that is a really cool idea. I will see what I can do about that!
This brings in a second issue with the high availability of full supply stations from the defenders
Good point, I'll take...
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