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Architecture chage ideas for Ronan

Discussion in 'General Discussion' started by RageScreama, Mar 15, 2017.

  1. RageScreama RageScreama Well-Known Member

    So Ronan has been out for a while now and it's pretty obvious B point is suffering from lack of design forethought on many points.

    Gonna start with B. What I suggest
    -add a bridge from the buildings outside the cap room to the two balconies looking in.
    -move the cap point 15 feet to the right (orientation from attacker standpoint) and add some kind of column/statue/computer/structure where it was before to break up some of the FoV that heavies have.
    -inside the room remove sections from the back raised area and replace them with stairs with no railings making dips in the back (there is just too much frontage for heavies to survey and be able to cover)
    -lower the raised areas by about 3 feet each so jumps can get more height to attack with.
    -the snowy switch back should become a straight slope to the top with a bolder or two thrown on it for cover. Atm the switch back takes way too long to climb and its too easy to cover the top once there.
    - tie the damn tank spawn to A point! People don't need an easy mode spawn to just end up right on top of all the enemies forward deployed transports. And why would B need tanks anyway the open defense portion is over.
    -replace the elevators at B with a tunnel network kinda like the pipes at agnathio. Have them come out inside buildings or at several locations.
    -overall lower the entire back fortress by maybe 20-30 feet. There is a metric shit ton of walking for the attackers which has proven to be a problem in the past. People always end up going for the shortest route and inevitably start funneling making defending easier.
    - make some breachable doors under the balconies that meltas/melta bombs/fists can knock down that lead inside.
    -make some bunkers or murder holes on the top of the cliff wall.

    Now as far as A goes...I never get to play much at A but it always seems to fall really fast. So:
    -Put a wall on the side tanks spawn from so people can't just drive back there and spawn camp
    -Add a little more area between the walls and the cap room but fill it with buildings.
    - the cap room itself seems kinda bland maybe just spice it up more with decor, maybe turn it into a tank garage or something.
    -linked to B points move the tank spawn down the hill but at the same time limit defenders tanks. There are way too many time where it feels like defenders can just drown attackers in armor on these maps.


    Now I'm not saying do every single one of these. Just think about some of this stuff cause atm attacking this place is really unfun and defending it is too easy with how much open space there is.
    Monk1971 likes this.
  2. Just gotta say, Ronan B feels like the new Agnatio B (referring to old version of Agnatio). It always becomes a sluggfest and you better have enough time to deplete tickets one by one... The main building at B could really use an additional entry path (at least) to force defenders to spread out more.

    It also has a quite annoying heightmap where you suddenly stop running because of steep angles, while there's barely any visual cue. A change of texture on impassable areas would be appreciated.
  3. Belphegor LordSloth Preacher

    Many of your points are very valid and i am not a fan of it either. On the otherhand I dont want to rain on your parade, but the map was just released and such a drastic revamp is very (very x10) unlikely. They will fix lack and might tie vehicle spawn to A. Add a crate here or there and maybe add a ramp or door somewhere. Adjusting hight or space seems out of the window. They usually would rather modify the time and ticketnumbers to change the difficulty and the pace of the map (because thats far less complex and dramatically less labour-intensive). But dont hold your horses. Agnatio B took them 2+ months to adjust to its current state and it still left half of the work unfinished. Capping A quickly and hence pushing all tickets from A and the wall back to B, most likely guaranteeing the attacker to lose. Hardly seems intended.
  4. Warboss Sickytoof Karond Steam Early Access

    At least Agnathi0 A can hold out for a decent amount of time, while Ronan A typically falls quite fast as @RageScreama says. So Agnathio is far more heavily slanted in favor of the defender, while I feel that Ronan seems to be 50%. Don't know what it actually is though.
  5. Can't say I've seen Ronan A fall unusually fast in my own games, but I've not seen the map played by non-pub teams. The building at A is not comparatively speaking as defensible as Agnatio A, but it isn't out of scope to cover all directions with the number of players available on fortress maps.

    Definitely: If you don't have a team capable of capping A quickly you're doomed to a loss as you need time to deplete those tickets on B. One might argue that is fine (damn noobs right), but it being 100% decided already as A is being capped that the attacking team has lost is somewhat boring. Yeah, that's probably a fault of fortress maps in general too...

    A foot note is that the area leading up to the last building at Ronan B is absolutely awesome and far better than the bridges of Agnatio. It's just a shame the cap point building itself is impenetrable.
  6. Belphegor LordSloth Preacher

    I am not 100% sure that your assessment to quickly capture A is the way to go on Ronan. Because unlike Hold the line style maps the tickets get (fully?) transfered to the next point. Which is - like i explained in my previous post - usually a bad thing. Since by design point A is usually far easier to "farm" for tickets then point B which is generally a bloody slugfest.
  7. You're probably right that it pays off to farm A (I've not been on a team conscientiously doing so, hence my ignorance). Note that what I wrote above is a response to someone thinking capturing A quickly balances it out, heh.
    LordSloth likes this.
  8. RageScreama RageScreama Well-Known Member

    Yeah its way to easy to get high ground and snipe into A on Ronan. Plus taking the wall at the start is absurdly easy.

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