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It's out of my hands now, but I'll relay the feedback to valve, no promises though :)
Thank you for the thorough list!
You are going to be more effective by not standing behind the planks, I guarantee you that.
Do love shooting between those planks (from C to D), though, it really dosn't help with counter sniping by the Vault building. Only way to make an enemy vissible at that far end is for particle effects to happen around them. Like Killstreak eyeglow, or explosion smoke surounding them. Actually makes a silluet then.
A normal siluet starts showing when they get near the rounded corner of the Vault building. Have had the unfortunate time of having the payload block many an attempted shot before it gets past the final corrigated wall on the left.
Dosn't stop it from being bull, and more or less invisible thanks to low LOD detail for the distance for RED. Only reason I even get counter sniped from the far end of RED, is because they track my missed Machina shots.
Things for convenience and exploitation fixes, sure.
- The shutter door next to the RED A spawn door.
- That you won't be able to hide stickies behind the step to B from RED side.
- Extended the left side of BLU spawn, with an extra resupply locker.
- Widened the rigth side of BLU spawn stairs, so you don't have to fight on the stairs themselves the whole time.
- Stretched RED 2nd spawn to mitigate both D doors being spawncamped at once by a single demo.
- Blocking of the fire-through-big-door exploit behind the A point.
The thing that I see have the most effect are the changes around A. Other wise, it has all been very minor in the play area outside of BLU and RED spawns themselves.Just worried of having so many flank options (as unclear as they are) and hiddy holes getting blocked off.
For the construction site, have faced it many a time over the years as quite a reliable RED hold, when the team is around to help. Keeps watch of the flank exit as well.
The gray rim could stand to be thickend a littel, make it easier for players to understand that you can walk on it to reach the other side, if a sniper is not in the sightline.
The 2 big ammo packs on ground level could stand to be shrunken to medium packs nowdays, Engineers buildings tend to be more mobile then they were back in 09 nowdays. Atleast the large ammo pack directly under the C sign could be downgraded to medium anyway.
I could recomend that making this bridge and cubby non buildable zones. Nest covers 3 of BLU's 4 points of entry.
I love using it, and have had to chase down proactive engies that saw how the tide was going from setting it up.
They can get the buidings down, reach and place the enterance at their final spawn, and return to the just compleated exit with a Eureca Effect teleport to start upgrading, all while BLU storms down the serpentines and into the the building.
https://gtm.steamproxy.vip/id/kimfareseed/screenshot/2058760171701576683/
With a team to halt BLU from flanking from the backdoor of the building below, and assisst in the protection, this nest will bring the game to a halt. Without a team though, it can't do much alone.
Works well with a second nest on the construction site to keep the flank clear. The ammount of round time I have seen these two nests eat up by themselves, let alone together, in a balanced match anyway is crazy. An uncoordinated BLU team tends to be lucky if they even reach C in overtime after dealing with them.
Even more so if they were stalled at the top of the serpentines after the A capture, from RED prepared nest and tele there to bring any RED's that was remaining in old spawn back to the front.
It seems like BLU players are currently able to enter the RED Vault spawn room.
I think it might be the partner taunt teleportation exploit. Wasn't able to just walk into the spawn as BLU anyway while the door was open.
FYI Kimmy & All: I´m taking (most) of your advise to heart and I keep working on an updated version. Just takes time, unfortunately.
https://youtu.be/Wy0lg-A-xDM?si=GPn860ogjlIwmwhq