Team Fortress 2
Carbon Corgi 17/jul./2014 às 19:40
Welp they killed RD Asteroid
In a nutshell, the elaborateness of the previous version allowed multiple opertunities to sneak past, now the entire map is chokepoint hell and laughably eas to sentrycamp. Anyone who spent enough time to learn the old map will agree with me.
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Exibindo comentários 115 de 150
Ranko 17/jul./2014 às 19:41 
it's still beta, wait and see, give them feedback, that's what they asked for. It needed more ways to put a sentry and have it live past one scout pistol spamming, but it still needed to be complex to be more fun in my opinion. But like I said, send them feedback emails.
Wonderful Sausage 17/jul./2014 às 20:24 
The gamemode and old map were great at rewarding an offensive play style over turtling, allowing those who can fight or sneak past the enemy lines with some points, while still valuing playing defense for some of the farther back points. The underground path was a great section that allowed less-than-powerful players to sneak past into the base, once again helping make a more offensive dynamic. Even the spawn teleporter was a pretty good dynamic, having players choose between having a quick teleport to the front lines while risking the enemy team from intercepting your bots. It allowed people to funnel out in two different exits.

Now that all the robots are pretty much in the same tiny room and there's no teleporter to take for safe exiting, turtling is basically FORCED to be the new norm. All players are now forced to funnel into the same room, and if one team even wants to attempt making points, they have to fight THROUGH the large offensive line from the opposing team, cross the bridge of Sniper heaven, and only then will they even have a CHANCE at getting any robot kills. There's are basically no alternate route besides the underwater sections, which are short and easy to intercept when the player comes out of the water.

I just got done playing against a team that had a least 3 engineers building Level 3 sentries in our base, and they still could barely score any points because our spawn is just too close to the robots. Someone jokingly mentioned in the chat that "This new map is more stalematey than tc_hydro", which is very true. We we're behind by over 200 points and we couldn't even just let them win because of how there is just one single funnel for 24 players.

I honestly pray and hope that this is not the final rendition of de_asteroid, because this new map counteracts all the benefits I saw in this game mode. I played the old map almost constantly before this update, and now after a good 30 minutes of being turtled and spawn camped, I have no desire to go back.

Ok i'm done.
Carbon Corgi 17/jul./2014 às 20:27 
Escrito originalmente por Pookam:
The gamemode and old map were great at rewarding an offensive play style over turtling, allowing those who can fight or sneak past the enemy lines with some points, while still valuing playing defense for some of the farther back points. The underground path was a great section that allowed less-than-powerful players to sneak past into the base, once again helping make a more offensive dynamic. Even the spawn teleporter was a pretty good dynamic, having players choose between having a quick teleport to the front lines while risking the enemy team from intercepting your bots. It allowed people to funnel out in two different exits.

Now that all the robots are pretty much in the same tiny room and there's no teleporter to take for safe exiting, turtling is basically FORCED to be the new norm. All players are now forced to funnel into the same room, and if one team even wants to attempt making points, they have to fight THROUGH the large offensive line from the opposing team, cross the bridge of Sniper heaven, and only then will they even have a CHANCE at getting any robot kills. There's are basically no alternate route besides the underwater sections, which are short and easy to intercept when the player comes out of the water.

I just got done playing against a team that had a least 3 engineers building Level 3 sentries in our base, and they still could barely score any points because our spawn is just too close to the robots. Someone jokingly mentioned in the chat that "This new map is more stalematey than tc_hydro", which is very true. We we're behind by over 200 points and we couldn't even just let them win because of how there is just one single funnel for 24 players.

I honestly pray and hope that this is not the final rendition of de_asteroid, because this new map counteracts all the benefits I saw in this game mode. I played the old map almost constantly before this update, and now after a good 30 minutes of being turtled and spawn camped, I have no desire to go back.

Ok i'm done.
♥♥♥♥♥♥♥ god you took the words right outa my derp brain
Conga Lyne 17/jul./2014 às 20:30 
The robots should still have mini sentrys and try to cap the enemy intel
wisnisk 17/jul./2014 às 20:36 
Escrito originalmente por Pookam:
The gamemode and old map were great at rewarding an offensive play style over turtling, allowing those who can fight or sneak past the enemy lines with some points, while still valuing playing defense for some of the farther back points. The underground path was a great section that allowed less-than-powerful players to sneak past into the base, once again helping make a more offensive dynamic. Even the spawn teleporter was a pretty good dynamic, having players choose between having a quick teleport to the front lines while risking the enemy team from intercepting your bots. It allowed people to funnel out in two different exits.

Now that all the robots are pretty much in the same tiny room and there's no teleporter to take for safe exiting, turtling is basically FORCED to be the new norm. All players are now forced to funnel into the same room, and if one team even wants to attempt making points, they have to fight THROUGH the large offensive line from the opposing team, cross the bridge of Sniper heaven, and only then will they even have a CHANCE at getting any robot kills. There's are basically no alternate route besides the underwater sections, which are short and easy to intercept when the player comes out of the water.

I just got done playing against a team that had a least 3 engineers building Level 3 sentries in our base, and they still could barely score any points because our spawn is just too close to the robots. Someone jokingly mentioned in the chat that "This new map is more stalematey than tc_hydro", which is very true. We we're behind by over 200 points and we couldn't even just let them win because of how there is just one single funnel for 24 players.

I honestly pray and hope that this is not the final rendition of de_asteroid, because this new map counteracts all the benefits I saw in this game mode. I played the old map almost constantly before this update, and now after a good 30 minutes of being turtled and spawn camped, I have no desire to go back.

Ok i'm done.

I couldn't have said it better, this is exactly how I feel
Vector (Banido(a)) 17/jul./2014 às 20:41 
Escrito originalmente por Pookam:
The gamemode and old map were great at rewarding an offensive play style over turtling, allowing those who can fight or sneak past the enemy lines with some points, while still valuing playing defense for some of the farther back points. The underground path was a great section that allowed less-than-powerful players to sneak past into the base, once again helping make a more offensive dynamic. Even the spawn teleporter was a pretty good dynamic, having players choose between having a quick teleport to the front lines while risking the enemy team from intercepting your bots. It allowed people to funnel out in two different exits.

Now that all the robots are pretty much in the same tiny room and there's no teleporter to take for safe exiting, turtling is basically FORCED to be the new norm. All players are now forced to funnel into the same room, and if one team even wants to attempt making points, they have to fight THROUGH the large offensive line from the opposing team, cross the bridge of Sniper heaven, and only then will they even have a CHANCE at getting any robot kills. There's are basically no alternate route besides the underwater sections, which are short and easy to intercept when the player comes out of the water.

I just got done playing against a team that had a least 3 engineers building Level 3 sentries in our base, and they still could barely score any points because our spawn is just too close to the robots. Someone jokingly mentioned in the chat that "This new map is more stalematey than tc_hydro", which is very true. We we're behind by over 200 points and we couldn't even just let them win because of how there is just one single funnel for 24 players.

I honestly pray and hope that this is not the final rendition of de_asteroid, because this new map counteracts all the benefits I saw in this game mode. I played the old map almost constantly before this update, and now after a good 30 minutes of being turtled and spawn camped, I have no desire to go back.

Ok i'm done.

^Also comepletely agree with this
Yeah the map's design is pretty awful now in my opinion.

Carbon Corgi 17/jul./2014 às 20:58 
Yeah, all in all i can kinda see what they were trying to do with this change, but it feels completely rushed
ferānggî 17/jul./2014 às 21:06 
I wanna know the names of the people that suggested removing the caves and stuff.

Seriously, let's f**k 'em up.
Escrito originalmente por Friendly Top Memer :^):
I wanna know the names of the people that suggested removing the caves and stuff.

Seriously, let's f**k 'em up.

Me.

♥♥♥ git me ♥♥♥♥♥ :B1:
ferānggî 17/jul./2014 às 21:10 
Escrito originalmente por An Eloquent and Poignant Lizard:
Me.

♥♥♥ git me ♥♥♥♥♥ :B1:

You're on my s**t list now, boy. Prepare for the storm, maggot.
Escrito originalmente por Friendly Top Memer :^):
Escrito originalmente por An Eloquent and Poignant Lizard:
Me.

♥♥♥ git me ♥♥♥♥♥ :B1:

You're on my s**t list now, boy. Prepare for the storm, maggot.
1v1 me bro RD_Asteroid I rekt ya
Sorry, dudebros (Banido(a)) 17/jul./2014 às 21:22 
Escrito originalmente por An Eloquent and Poignant Lizard:
Escrito originalmente por Friendly Top Memer :^):

You're on my s**t list now, boy. Prepare for the storm, maggot.
1v1 me bro RD_Asteroid I rekt ya
You're on my s**t list too.
Mac OS X 10.7 17/jul./2014 às 21:33 
Never played RD_Asteroid before the change. I've seen some clips though. What did they change?
Carbon Corgi 17/jul./2014 às 21:36 
Escrito originalmente por JetpackDolphin:
Never played RD_Asteroid before the change. I've seen some clips though. What did they change?
Basically what people liked about the map was all the flanking oppetunities, alternate and elaborate paths, and oppetunities to sneak past enemy lines. They removed everything in the map that supported this
InvisibleWater 17/jul./2014 às 21:39 
At this rite, we might as well be playing on Turbine in space.
Última edição por InvisibleWater; 18/jul./2014 às 7:14
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