FSDev| TALON wrote:1) How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?
2) Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)
3) Perform organised defence and assault scenarios on the base's key locations (Hanger 7, Ion Control, Command Centre & the Transport Hanger) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?
4) Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the Medical Centre, Briefing Room & Emergency Exit corridor amongst others and provide feedback on how they play in combat.
1) Size of the base seems quite good, spacious yet condusive to decent firefights. Lots of area's of interest, I like the differance in CP layouts, some are out in the open with others in tight confines or medium sized rooms.
2) See above
I loved the corridor fights, could so quickly go one way or another and many times we would push forward only to find ourselves being beaten back as numbers dwindled. Really helps direct firefights to give a sense of purpose as each kit finds a use. Teamwork really will be key here, particularly when it comes to laying down shields, ammo crates and spawn beacons. As for the fun factor, hell yeah!
3) Main areas i found myself were the two hangars or ion control/corridor. Both hangars I like, its pain in the pie trying to defend two approaches and co-ordination and communication are again key. Ion control is awesome. Love fighting in that corridor, great to see a concentation of forces focused in one direction so that you can sneak and surprise them after a while.
4) Again, only focused on the area's above, other than sweeping minor side rooms VERY occasionally. Sure, it can seem complex navigating round, I think improving mini map will help here a it just doesn't zoom in enough right now. I can see where some people may get frustrated if they dont have experience of it.
Do NOT limit nades or mines. If everyone is going these kits then sure we have a problem, but if everyone is going these kits they need kicked
You get 2 nades per kit (except support, those are detpacks not nades, they dont throw far. Curses on those that kept dropping them in their own squad thinking they were throwing a nade out.), thats not a lot and requires judicious use to get full advantage. The only nades that are more effective are medic ones as they have wider damage area and can at least affect through a shield.
Nades can't be restocked, and on a full server (ie 64) chances are your going to be fighting off more than one advance and from more than one lcoation. The only reason they proved so devastating (at times) int esting is because WE directed where the action would take place. More effective were ewebs, lets take those out too.
Bite my shiny metal Tie Fighter!

