Co_sava Imbalence
ThE_HeRo
Join Date: 2003-01-25 Member: 12723Members
After a few games on co_sava, the whole PT server came to an agreement that co_sava is extremely imbalenced for the marines. We played 5 games, and after those 5 short games, with only about 30 minute total playing time on sava, it is horridly apparent of this imbalence.
The rooms are huge, the hallways are long, the hiding places are nil. Every game, no matter how we stacked the teams, marines won, with the marine kills at least TWICE, usually QUADRUPLE or more than the aliens. Don't even tell me "BUTT HEEEROO!!11 ITS ONLY BEN OUT 4 A FEW HRS!!11 LOLO!!11", x4 more marine kills is not normal.
Has anyone else noticed this during your "test drive" of beta 5?
The rooms are huge, the hallways are long, the hiding places are nil. Every game, no matter how we stacked the teams, marines won, with the marine kills at least TWICE, usually QUADRUPLE or more than the aliens. Don't even tell me "BUTT HEEEROO!!11 ITS ONLY BEN OUT 4 A FEW HRS!!11 LOLO!!11", x4 more marine kills is not normal.
Has anyone else noticed this during your "test drive" of beta 5?
Comments
EDIT: Forgot to mention the vents (outside) are buggy. You get stuck on the sides. Something to do with the sloping edges I believe.
And, the vent issues prevent wallrunning, I might change it, it's just a matter of adding a clip brush <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You mean where the vertexes touch at the critical angle? (AKA The floor)
Thanks for the comments. I'm going to start a thread for the feedback now.
Aliens need 2-3 extra ways out of the hive to fall above on the rines from behind, otherwise your map will always be unbalance.
Likewise marine spawn should be wide open to allow it to be defendable by marines who have long range.