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		<title><![CDATA[First Strike Forums — 1.5 - Mos Espa]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=9647</link>
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		<description><![CDATA[The most recent posts in 1.5 - Mos Espa.]]></description>
		<lastBuildDate>Fri, 03 Sep 2010 23:09:15 +0000</lastBuildDate>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136557#p136557</link>
			<description><![CDATA[<div class="quotebox"><cite>Gwynzer wrote:</cite><blockquote><p>This forum is used for reporting bugs.&nbsp; If you can walk through a wall in a building and someone posts it, other people are not required to say &quot;I also agree this is a bug&quot;.&nbsp; If you want, I&#039;m sure I can get a lot of people to post in agreement but then it becomes &quot;BlackIntel is trying to influence the mod&quot; again.&nbsp; Sit and play it, listen to my reasoning as to why each of these control points need reverted.&nbsp; Mos Espa has been one of the most balanced, if not THE most balanced, maps in First Strike.&nbsp; Each of these changes have affected the balance, some minorly, some majorly. </p><p>The spawns are in Conquest, not co-op.&nbsp; If this forum isn&#039;t a formal request to report bugs, I don&#039;t know what is.</p></blockquote></div><p>Hmm. Someone&#039;s touchy. My secondary remarks were posted in a humourous way, I suggest you try and bear that in mind before you accuse me of not playing the game I&#039;m trying to help improve, refine and develop. Not every forum is a reson for you to mount a personal crusade extolling the virtues of your particular group.</p><p>I look at and consider all suggestions. This is not a bug report, the spawn points work, you don&#039;t die on entering them, therefore this is NOT a bug, this is more a suggestion/request that those spawns be reverted back.</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Fri, 03 Sep 2010 23:09:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136557#p136557</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136556#p136556</link>
			<description><![CDATA[<p>This forum is used for reporting bugs.&nbsp; If you can walk through a wall in a building and someone posts it, other people are not required to say &quot;I also agree this is a bug&quot;.&nbsp; If you want, I&#039;m sure I can get a lot of people to post in agreement but then it becomes &quot;BlackIntel is trying to influence the mod&quot; again.&nbsp; Sit and play it, listen to my reasoning as to why each of these control points need reverted.&nbsp; Mos Espa has been one of the most balanced, if not THE most balanced, maps in First Strike.&nbsp; Each of these changes have affected the balance, some minorly, some majorly. </p><p>The spawns are in Conquest, not co-op.&nbsp; If this forum isn&#039;t a formal request to report bugs, I don&#039;t know what is.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Fri, 03 Sep 2010 23:04:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136556#p136556</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136547#p136547</link>
			<description><![CDATA[<p>Sorry but you need to be more specific I&#039;m afraid. I know some spawns were changed in Conquest (wasn&#039;t directly involved with that so don&#039;t know exactly what they are), but I myself changed some specifically for singleplayer and co-op. This was a neccessary change in order for bot use as they have to be spawned on the ai navmesh. </p><p>If all the spawns you are complaining about (and so far only two people...*cough*) are in all map modes then you will just have to live with some of them. If it&#039;s just the conquest ones well....submit a formal request using the correct forms. Our administrative assistant will then forward your form to us. Remember to do it in triplicate and use caps only in black ink (ball point please), send it by recorded delivery and provide proof of postage. </p><p>Thank you for contacting First Strike suggestions. Have a nice day!</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Fri, 03 Sep 2010 22:43:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136547#p136547</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136543#p136543</link>
			<description><![CDATA[<p>16p, palace ruins spawn point:</p><p><span class="postimg"><img src="http://screenshot.xfire.com/s/103654029-4.jpg" alt="http://screenshot.xfire.com/s/103654029-4.jpg" /></span></p><p>Nowhere near the action, and unless you happen to know the map you are likely to get lost, or at least have to walk a fair bit to get some shooting.</p><p>Seriously, please just revert this.&nbsp; I don&#039;t want to be insulting but these changes are honestly awful in their current state.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Fri, 03 Sep 2010 22:24:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136543#p136543</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136469#p136469</link>
			<description><![CDATA[<p>I agree most of those spawn point changes were unnecessary and some of the new ones are downright horrid. I personally forgot to check the new spawns entirely and concentrated on the added statics in testing. There was very little testing of these changes overall as they were put in a build long ago when things were quiet and were kinda forgotten about. I wouldn&#039;t mind reverting most if not all changed spawn points and the new statics need lightmapping.</p>]]></description>
			<author><![CDATA[null@example.com (SamZi)]]></author>
			<pubDate>Wed, 01 Sep 2010 20:18:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136469#p136469</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136468#p136468</link>
			<description><![CDATA[<p>Back to not-so-great spawn points, still at slave quarters on 32p version:</p><p><span class="postimg"><img src="http://screenshot.xfire.com/s/103560542-4.jpg" alt="http://screenshot.xfire.com/s/103560542-4.jpg" /></span><br /><span class="postimg"><img src="http://screenshot.xfire.com/s/103560472-4.jpg" alt="http://screenshot.xfire.com/s/103560472-4.jpg" /></span></p><p>Both of these will spawn you either directly to the side or a little bit BEHIND where enemies usually attack from.&nbsp; This is grossly unfair for the attackers.&nbsp; The primary attacking chokepoints now have defenders spawning BEHIND enemies.&nbsp; It can already be difficult enough to attack, especially when it comes to beacons in the newly filled buildings.&nbsp; Please fix this, or revert back to 1.4.&nbsp; There was only one spawn point which had any problems in that area for 1.4, so I don&#039;t see why they&#039;ve all been changed.</p><p>The Palace also has some pretty bad spawn points.&nbsp; Players now spawn at the top of the tower, which is just asking for people to fall to their death.&nbsp; There is also a spawn point in the slave quarter buildings just north of the palace which isn&#039;t too bad when Imperials are attacking (even though it hides a lot of good beacon spots), but when Rebels are trying to recap they&#039;ll have imperials spawning right in their flank.&nbsp; I don&#039;t even know why the spawn points were changed, they worked FINE before!</p><br /><p>More annoyingly light (and way more obvious) statics:</p><p><span class="postimg"><img src="http://screenshot.xfire.com/s/103560510-4.jpg" alt="http://screenshot.xfire.com/s/103560510-4.jpg" /></span><br /><span class="postimg"><img src="http://screenshot.xfire.com/s/103560574-4.jpg" alt="http://screenshot.xfire.com/s/103560574-4.jpg" /></span><br /><span class="postimg"><img src="http://screenshot.xfire.com/s/103560603-4.jpg" alt="http://screenshot.xfire.com/s/103560603-4.jpg" /></span><br /><span class="postimg"><img src="http://screenshot.xfire.com/s/103560635-4.jpg" alt="http://screenshot.xfire.com/s/103560635-4.jpg" /></span></p><p>Pre 1.5, Mos Espa was one of the most polished maps in FS.&nbsp; There was very little wrong with it bar one spawn point and a few floating statics, and you&#039;d usually have to actively go looking to find said statics!&nbsp; I don&#039;t know this new stuff managed to get past QA, especially as the <em>only</em> thing fixed was the single annoying spawn at Slave, however it came with all the other ones being ruined (and all the floating statics are still there!).&nbsp; &nbsp;As I&#039;ve said before, the new statics stick out like a sore thumb, it&#039;s really distracting and takes you out of the atmosphere completely.&nbsp; Please, fix this or revert it.&nbsp; It was fine before, and it isn&#039;t now.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Wed, 01 Sep 2010 20:12:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136468#p136468</guid>
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			<title><![CDATA[Re: 1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136288#p136288</link>
			<description><![CDATA[<p>AT-PTs are also present on the 64p version of the map.&nbsp; I remember them being added to the map during testing just to test the vehicle out, so I&#039;m not to sure if they&#039;ve been left in unintentionally or if it was meant to happen.&nbsp; They still work well in the map but they do change the way the games play.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Sun, 29 Aug 2010 12:18:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136288#p136288</guid>
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			<title><![CDATA[1.5 - Mos Espa]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=136190#p136190</link>
			<description><![CDATA[<p>Caught wiff of some new spawn points in espa today.&nbsp; So far, I&#039;ve only spawned at the Slave Quarters (32p) and I must say I&#039;m not fond of one of the new spawn points:</p><p><span class="postimg"><img src="http://screenshot.xfire.com/s/103299708-4.jpg" alt="http://screenshot.xfire.com/s/103299708-4.jpg" /></span></p><p>This is the most notable one and will extremely unbalance this CP with bigger playercounts.&nbsp; This is right beside a number of good beacon spots for the attackers.&nbsp; Attackers will VERY often flank from the North, and they usually sit at the wall just behind me in that screenshot.&nbsp; Now they won&#039;t be able to flank, because whenever they get to that wall there is the risk of someone spawning right behind them and slaughtering them all.&nbsp; This really does need to be fixed ASAP.</p><br /><br /><p>Also, regarding these: </p><p><span class="postimg"><img src="http://screenshot.xfire.com/s/103299731-4.jpg" alt="http://screenshot.xfire.com/s/103299731-4.jpg" /></span></p><p>Although it&#039;s nice to see more than empty buildings everywhere, there are a few minor issues with them.&nbsp; A purely asthetic thing is they are actually slightly lighter than the building they are sitting in, and it looks a wee bit daft.&nbsp; Ideally, this kind of clutter should actually go unnoticed, however with the colour being a bit off, they stick out like a sore thumb.&nbsp; <strong>From a gameplay perspective</strong>, they are quite detrimental.&nbsp; It can already be pretty difficult to take out enemies if they get into one of these buildings, especially if they get a beacon.&nbsp; Usually it takes a couple of well thrown grenades to get to the beacon/largest clump of enemies, however these statics are going to make that harder.&nbsp; Grenades are more likely to land in an area where they do little/no damage (statics will block the splash), and it&#039;s also easier to hide beacons in those places with it.&nbsp; Personally, this benefits me quite greatly, I hate having my beacons destroyed up there, but it&#039;s still a pretty major concern for gameplay purposes.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Fri, 27 Aug 2010 20:09:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=136190#p136190</guid>
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