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Old 02-06-2010, 04:51 AM   #53
Eon Seig
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Join Date: Feb 2010
Location: Florida
Class/Position: Pyro Scout Soldier / Offense
Gametype: CTF/AvD
Posts Rated Helpful 0 Times
Quote:
Originally Posted by chilledsanity View Post
Well here's an easy question then. Even if they have more limitations, jump pads are a clear advantage to offense, which erodes balance. What does defense get to compensate?
Sentries? Jump pads are an offense building and sentries are a defense building. They sorta work to counteract one another in some ways. TF2 has teleporters, which are a clear offensive advantage (and they essentially have the same purpose as jump pads). The way you counter teleporters is by finding them and destroying them. Either go get the entrance (likely to not be defended very well. people don't stay near spawn very long) or get the exit (likely to be smack in the middle of a sentry farm).

Since there is only an entrance to the jump pad, we just have to make the pad vulnerable to enemy attack.

This is why Bridget's suggestion pretty much works. Making it possible for the defense to counter a pad would solve the majority of problems.

Last edited by Eon Seig; 02-06-2010 at 04:53 AM.
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