Jump to content


- - - - -

[ST] Ruinberg

ruinberg

  • Please log in to reply
8 replies to this topic

Gnomon #1 Posted May 22 2018 - 17:02

    Community Coordinator

  • Administrator
  • 783 battles
  • 334
  • [WGA] WGA
  • Member since:
    11-23-2015

Hey, everyone! 

 

Hope that you're having a good week! 


We’re ready to share some more info on the re-working of the maps, Ruinberg in particular.


The changes made to Ruinberg in the 1.0 update were little more than cosmetic. The general layout stayed the same, though the south side of the map received a change: more firing lines and a new/risky position that could pay off in battle (if used properly). We thought it would be enough to help improve a team’s chances to control the broad road heading towards the center of the town. Two months after the release of 1.0, the stats haven’t shown any drastic changes. The team starting from the lower base had more tactical options, but it was rare that they would be able to take advantage of them. Things are now a bit better, but the win/lose balance is still not ideal.

 

Today, we’re testing the second iteration of updated Ruinberg. We added more adjustments that should (we believe) improve the overall balance of gameplay on the map. You can check out some screenshots in the spoilers at the bottom of this post. 

 

The open part of the map has received the most tweaks. First, we moved some spawn points and relocated (or removed) some buildings. This was done so the southern-spawning team can take firing positions faster, making things more even with the read team. With fewer houses and more firing lines, TD’s sitting in shrubs located will get more chances to participate in battle, since they will be to help teammates fighting at the crossroads. This particular spot has also changed: we’ve cut a corner of the city block next to the road. We believe this should equalize the teams’ chances to take the center of the map. Also, we’ve slightly improved the southern side’s positions for shooting at the city blocks.

 

Ruinberg gifs


Making Ruinberg fair and balanced while keeping its gameplay layout intact is our goal here. This test will show us whether the new changes can help us reach this goal. 

 

So, be sure to let us know if you have any feedback after checking things out!

 

As always, thanks for your help and I hope to see you on the battlefield! 

 

Ruinberg


CapPhrases #2 Posted May 22 2018 - 19:14

    Major

  • -Players-
  • 7276 battles
  • 3,478
  • [TXV] TXV
  • Member since:
    03-28-2015
out of everything shown in those screenshots all I truly noted was someone is driving a 62a with 37 rounds of HE

__Worm__ #3 Posted May 22 2018 - 19:49

    Major

  • Players
  • 32097 battles
  • 4,222
  • [PYRMD] PYRMD
  • Member since:
    04-29-2011
thx for the info

Gravtech #4 Posted May 22 2018 - 20:07

    Major

  • Players
  • 30606 battles
  • 4,553
  • Member since:
    09-18-2013

Ruinberg is getting more and more...trash (not that it wasn't to begin with). This map sucks for a very simply reason, the map is literally cut in half for 'your side, my side'. As a result it become a peek-a-boom fest where you try not to get shot by the camping tds in back, or poke too far in city and get slammed by all the meds/TDs sitting on the ridgeline.

 

Although this update will probably make it a bit more fair for south spawn, it still is a bad map to play on with how much aggressive gameplay is shunned.



bilzbobaggins #5 Posted May 22 2018 - 20:34

    First lieutenant

  • Players
  • 41589 battles
  • 757
  • [GOONZ] GOONZ
  • Member since:
    12-21-2013
Anyway this map could be balanced and bring more of the elevation back in the middle?

YANKEE137 #6 Posted May 22 2018 - 22:07

    Major

  • -Players-
  • 10283 battles
  • 3,220
  • [6-ACR] 6-ACR
  • Member since:
    08-17-2015

Opening up that area may have the opposite effect by exposing southern team to fire from the main road which north team can get to instantly.

 



dominator_98 #7 Posted May 23 2018 - 02:22

    Major

  • -Players-
  • 20151 battles
  • 3,567
  • [NUFFS] NUFFS
  • Member since:
    12-08-2014

All they need to do is rotate the city so the center road that runs from east to west is straight. It’s unbalanced because the north team can bush up near D9 and shoot down the center to farm tanks in the city, but the south can’t do that from F9. This also means people at D9 can cover teammates that make a middle rush.

 

 

Someone needs to pass this up the chain of command. I have no idea how the maps team can’t see this, it looks so obvious to me.



CapPhrases #8 Posted May 23 2018 - 10:59

    Major

  • -Players-
  • 7276 battles
  • 3,478
  • [TXV] TXV
  • Member since:
    03-28-2015

View Postdominator_98, on May 22 2018 - 20:22, said:

All they need to do is rotate the city so the center road that runs from east to west is straight. It’s unbalanced because the north team can bush up near D9 and shoot down the center to farm tanks in the city, but the south can’t do that from F9. This also means people at D9 can cover teammates that make a middle rush.

 

 

Someone needs to pass this up the chain of command. I have no idea how the maps team can’t see this, it looks so obvious to me.

 

^^

P0WERWAG0N #9 Posted May 25 2018 - 05:45

    Sergeant

  • Players
  • 41357 battles
  • 129
  • [M0B] M0B
  • Member since:
    05-21-2011
so you are going nerf the south when the north is the side with the advantage?





Also tagged with ruinberg

2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users