Update 2/6/17:
-Removed a couple of Coalition turrets to give the pirates a better chance to land somewhere. Removed Coalition tank, to be replaced with something else. Also gave the Pirates one P-51 Mustang.The Coalition's arsenal tended to be overpowered when operated by half-competent players, with the tank being
especially deadly. The Mustang is a tentative addition because people always request it– until it is used against them by a skilled pilot (*cough*likeme*cough*).
- Added a capture point to Cargo Skyland that, when captured, allows the pirates to deploy there. The Coalition can capture it to disable the deploy point.This should give the Coalition a reason to have a strategy other than turtling in their base all the time. This should also give the Pirates more of a reason to assault the front entrance.
- The Pirate's "Strike" class has had it's hang glider replaced with an adrenaline syringe, and its melee has been replaced with a chainsaw. Its dual SMGs have been made singular.The strike class was always meant to be a crazy suicidal CQ class, but people were picking it solely for the use of its hang glider, which could bring them back all the way to their base and was a difficult target to hit. Its Dual SMGs were also too powerful for its intended purpose.
- Coalition given an evented front gate and deployable cover.
- Due to other minor map changes, players have been put back to no jet players.
- A few new minor structures.
Future plans:
- Considering using modular terrain to make better skylands and integrating the Coalition base onto it. Would take a while due to spawn room design.
- Add blood effect.
- Suitable replacement for Coalition tank.
- Background music.
This looks forgetin epic
This looks forgetin epic
Thanks guys; that makes me feel all fuzzy inside, even more so if we could get more than 5 people on at once.