15.5~15.7+ sec of shooting with 60 round drum is amazingly stupid to be able to shoot consecutively Though this really starts to legitimize what folks have been saying for a while about increasing the price of 60 round drum (in my opinion it shouldn't be accessible on "normal" bolters, as it's a sternguard pattern drum that only fits on a sternguard bolter that doesn't have the standard magwell (think a bolter that has a magwell like an AK) and thus should be a specific bolter that has a pattern capable of using it and accordingly can be balanced/tweaked due to such).
1 Boltgun-changes From an antagonistic point of view, the weapon barely felt any different. I believe it might be more effective on long range, it also felt more lethal on point-blank, despite the lower DPS. In any event, there was no noticeable change in TTK. There was one, positive change I clearly noticed which was that an enemy strafing a good, 30 meters away would not be able to score any hits with continuous fire, the spread got too high. I hope this doesn't change, even after the application of mods. Whether or not the RPM-change felt better, I will leave up to the chaos-players. From my perspective and the garrison-tests, it felt like the old Boltgun with a slight touch of Hunters Mark. 2 Smart-Pistol changes No noticeable difference. @Pierrick you suggested you could remove the headshot-multiplier. Seriously: do that. Put it at the exactly same stats as a normal pistol but without headshots. That is a quite 'normal' price to pay for auto-aim in a game and I don't see how anyone could disagree with that. It will mean that the SMP can remain functional in its only, valid role, which is hunting jetpacks but will not be a viable to choice to cheaply burst down low-health infantry from above. 3 The A-point As already established, that point is a problem. It might be less of a problem with more players, or more so. What I believe would happen with full teams is the following: A combination of AV, spawn-camping and uncontestable high-ground inside the point would make it almost impossible to take the point. However, a good rush before the defenders have properly set up would probably stay unanswered and lead to swift and immediate victory. I think the high-ground right next to A should be harder to access but grant entrance to the point That way, you would end up with a structure similar to the balcony on Maggon A, that the attacker can use for shooting in the point or gaining entry, that the defender has to hold. The bridge across could be remade into a spot for sniping by making the cover useable and fixing the windows (they are currently solid) 4 The B-point It generally felt ok but, just as with the last playtest, it felt like attackers might have a hard time gaining a real foothold if there are many defenders. In this run, it was 'ok' because we couldn't watch all vectors, there was always a way to approach us. But a full team should have no problems killing everyone who gets close to the point. I really liked about B that there are no, great camping spots, every position is flankable, nothing is safe. Essentially, the point is a lot like Ollipsis C but with more ways to get up on the second floor from outside. Not just because its the same building, also by the way the point is designed. Others complained about contested spawns but I think this will be fine. The non-contested spawn could move a bit further out IMO. 5 The C-point I really don't like the super-high-ground heavy positions. Again: not so much of an issue with a small team, but if you have 5 Heavy Bolters up there and 2 Apos to defend their backs, there is no getting through. Essentially, its a similar position to the second balcony in Agnathio B, just with less flanks. On the bright side, the roof above it makes for a great Hawk-anti-camper-spot, if you fix the low cover there to be useable. (This is important, make sure that railing can be shot over or Eldar will never get past that line of defense) This general area here, where I am standing, struck me as the core of the problem. Between defending the point, having access to the area outside and decent cover with a lot of room, this is where a team with good healers could become almost impossible to smoke out. Maybe add a good, outside flank to the empty room above. 6 Aesthetics I know a lot of people here think 'grimdark' has to be actually dark, but I feel like, with all the open spaces, the map would feel best with sandstone/desert, same touch as Ollipsis. I really don't think the dark flair goes very well with it. 7 Quadguns Really weird positioning, mostly useless, partially inaccessible. I suppose you will work on those later so one piece of advice for that, based on current maps: Quadguns are stupid. So make sure a dedicated player with a bomb can always reach them and does not have to cross a lot of open ground to do so.
This is a two-minute work of applying some effects to make the map brighter. I think its an improvement, but of course thats a matter of taste. Actually, what I would prefer, giving it some thought, is a snowy design like Pegasus. Or lets say snow, but night-time and bad weather. Still very bright, fits the idea of a mountain-fortress perfectly and goes well with huge, empty areas. Talking about those: What are your limitations here? Mountains don't just usually peak in the middle of nowhere. Is there any, technical reason you couldn't just make the mountain 'infinitely high' in that the map just keeps steadily descending towards the edges?
This weapon really annoys me because people shouldn't be rewarded for taking an aimbot as their side arm. Remove headshot multiplier and reduce the raw damage done by a noticeable amount. That way it still clips airborne units down mid flight if people aren't confident they can land a shot manually. People shouldn't feel rewarded for taking this weapon, they should feel ashamed! Personally I never use it and remove it from auto loadout ASAP every time. Theres a certain satisfaction knowing your target knows you know they know they got shot down by skill rather than a legal aim bot
https://cdn.discordapp.com/attachments/157519643878096896/412735013327470592/unknown.png https://cdn.discordapp.com/attachments/157519643878096896/412734521767755779/unknown.png Here's what the lighting looks like right now for those who were complaining about it
@jbregg You're map design skills are seriously improving man. This map is beautiful and I think I speak for most of the community when I say we cant wait to see this bad boy finished.