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Ceasefire

Discussion in 'General Discussion' started by FinDude, Jun 21, 2011.

  1. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Right now the best tactic is rushing right at start and trying to grab as much of land as possible.
    This doesn't end up too fun in practice.

    I suggest having some minutes at round start to set up while about 10% of the map's middle is not accessible to players.
     
  2. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    You mean antirush zones? Just like in ol' CS?
     
  3. bilbs

    bilbs Guest

    When both teams start with a decent amount of players, the rush can actually be pretty fun. If you die you know youre gonna lose a lot of ground.

    I think the terrain should be what deters the rush, and not in the way that it currently does.
    The mountain is a cop out and so is the valley.
    It's impossible to cross without a builder on the front lines, and that usually doesn't happen for a while.

    If the map as a whole were a gradual valley, and there were occasional terraces to deter the rush, I think the flow of the map would be much smoother. You kind of see this in the CTF picture the devs drew, with the hill to build a fort on. Terraces would offer an immediate and obvious position to start a base and hold off the rush, without making it impossible to cross.
     
  4. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    I might make a generator that creates maps like in the CTF concept, as I think that'd work best for KAG. It think requiring builders to move the front forwards (or needing a lot of nights digging upwards with their swords) is an acceptable way to deal with rushing. I think aggressive tactics are a fun thing to have in the game but I think putting them into place should involve a little more than HOLD RIGHT + JUMP -> PROFIT
     
  5. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    It is literally hold right + jump -> profit. It penalises builders who literally spend 10 seconds mining some gold and stone to start them off, only to find there's an archer who spawned and instantly held right and started spamming kills on the builders. It's bullshit.
     
  6. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I don't think its hold right + jump = profit, any more than Ninja Gaiden is. If your team decides to go worker heavy and the soldiers can't hold off an attack, even with the advantages of additional prep time so they can set up on a hill, dig some foxholes, and stock up on arrows and close spawn so they can reinforce quick, you deserve to be slapped around a bit, IMHO.
     
  7. Rockyz

    Rockyz Guest

    Great Idea :)
    Check Out My Topics for Graphics and Ideas :)
    anyway i think we need fire in the game you agree?