Black wrote: Wed Jun 24, 2020 11:01 pm
I've often seen it done in less than 2 mins without a rush. I definitely wouldn't consider 5+mins normal. But if it's a problem and one that people want to fix I get that.
That's because in those games people go tech+gunner on defence, freely letting jedi jump across the pit. In both of those ~8 min holds I just ran d jedi with a tech, and it's
uncontestable. Ever since saber rework o scouts are zero threat towards d jedi, and you even get 2 turrets to nicely hide behind. There is just no comp o can run: 2nd jedi is still subject to demp and push, and an o tech is not going to kill d jedi within 1 spawn. As far as I recall in both games the only reason we even lost the objective is because I got bored and got max'd or something. D jedi is an absolute beast there, just freely exploiting the terrible layout.
Black wrote: Wed Jun 24, 2020 11:01 pm
1. Literally remove the objective. Self explanatory mostly of course this would require some anti rush but I don't think removing the bridge objective would be hugely detrimental to the map, no one really likes it and we have 2 outside objectives and a lot of the time it takes less than 1 minute total of the maps gameplay for 2 rounds.
2. Maybe you still want an objective between 1 and the generator. The primary enemies on this objective are distance, demp and a big gap. Cave and ion are still pretty non viable mostly because of the time it takes and the damage you receive on the way, the health dispenser in the cave was an interesting call. However, I'm not sure it goes far enough.
I don't think we should remove objectives at this point. It's been there for so much time, no harm in experimenting first. I agree that this is a layout issue but realistically that wouldn't be very easy to change. (Think duo lost the map file.)
Black wrote: Wed Jun 24, 2020 11:01 pm
In my other idea the objective would be exactly the same except for one thing the bridge would start extended and the console would deactivate a protective shield around the generator. This would certainly make the objective easier (perhaps too easy but perhaps not). It's also super easy to give this a couple of test runs, there is already protection around the generator no brush work required at all to check whether this is a more balanced objective (except some possible rush proofing or maybe no rush proofing so it would be like famine or light lunch).
I think this sounds interesting, but o could just bring the walker across. I'm not sure I like that idea.