Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 03-30-2015, 06:41 AM   #1
QBob
 
Join Date: Mar 2015
Location: Russian Federation
Class/Position: soldier/defence
Gametype: Capture the Flag, Hunt
Posts Rated Helpful 3 Times
Palermo too fast cap

I'm not sure that such a fastcap on Palermo is correct. Maybe fix that with small changes in mapdesign such as invisible walls or a roof over first point, or all of it suits?
Yes, my example is empty server, but in full, everything happens in the same way.
QBob is offline   Reply With Quote


Old 03-30-2015, 07:42 AM   #2
FDA_Approved
Beta Tester
 
FDA_Approved's Avatar
 
Join Date: Nov 2011
Gametype: Capture the Flag
Posts Rated Helpful 293 Times
I think once people learn the map better you'll see less of this. Currently everyone bunches up on the flag, leaving the capture point itself wide open. Sure some defenders should be where the flag is to play front line, but you need people on the point too.

There's various setups you can use. Sentries, HW's, and snipers are all pretty good for doing high damage to airborne targets. Demos can also lay pipe traps on the cap point and det anyone about to cap the flag. Having any combination of these classes near the point can greatly reduce the speed that offense can progress.
__________________
Currently equipped: Rad Scarf of liberating happiness.
FDA_Approved is offline   Reply With Quote


Old 03-30-2015, 07:59 AM   #3
QBob
 
Join Date: Mar 2015
Location: Russian Federation
Class/Position: soldier/defence
Gametype: Capture the Flag, Hunt
Posts Rated Helpful 3 Times
Sentries and demos just don't have time to respond when you landed right on point. Yes, they'll kill you later, but the point has to be captured and moved the spawn. So sentries and traps can help only on the second point, because it is in the room. And the invisible wall above the fortress wall on the way to the third point is clearly not hurt anyone (except pipejumpers, of course).
QBob is offline   Reply With Quote


Old 03-30-2015, 08:41 AM   #4
Agent Buckshot Moose
Wiki Standards Team
Wiki Team
 
Agent Buckshot Moose's Avatar
 
Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman
Gametype: CTF
Affiliations: :e0: Co-leader
Posts Rated Helpful 6 Times
This is why Snipers are necessary on Palermo. Also good demos and properly aimed SGs. If you aim the SG upward it will definitely stop people from hitting the cap point.

Last edited by Agent Buckshot Moose; 03-30-2015 at 08:41 AM.
Agent Buckshot Moose is offline   Reply With Quote


Old 03-30-2015, 09:48 AM   #5
QBob
 
Join Date: Mar 2015
Location: Russian Federation
Class/Position: soldier/defence
Gametype: Capture the Flag, Hunt
Posts Rated Helpful 3 Times
Ok, the question is removed. Thread can be deleted.
QBob is offline   Reply With Quote


Old 03-30-2015, 12:52 PM   #6
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
No, we'll leave it here, in case someone has the same question again.
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


1 members found this post helpful.
Old 03-30-2015, 01:16 PM   #7
eomoyaff
The Crowbar Commander
Beta Tester
 
eomoyaff's Avatar
 
Join Date: Sep 2009
Location: Statesville, NC
Class/Position: Anything.
Gametype: CTF/CP (AvD needs fixing)
Posts Rated Helpful 28 Times
Actually, I think Palermo is too wide open. Allows for *Too* much freedom when it comes to air control and captures. Especially at point 2.

I understand that the map is large in height though due to the height of the CP's.

Just really hard to figure out what someone could do with it to make it more defense prone.

Though It's not always as easy to cap on this map either.

Idk, I've always felt a little upside-down about Palermo in general. Doesn't stop me from playing it though :P
eomoyaff is offline   Reply With Quote


Old 03-30-2015, 01:20 PM   #8
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
Yeah, but it's also a great map to practice air control on. Speaking of which.... is it still possible to land on the boat?
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 03-30-2015, 01:37 PM   #9
NeonLight
NeoNL
Wiki Team
Beta Tester
 
Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic
Gametype: AvD
Affiliations: +M|M+ -RS
Posts Rated Helpful 170 Times
Quote:
Originally Posted by Iggy View Post
Yeah, but it's also a great map to practice air control on. Speaking of which.... is it still possible to land on the boat?
It is indeed
NeonLight is offline   Reply With Quote


Old 03-30-2015, 05:15 PM   #10
KubeDawg
Nade Whore
Server Owner
Beta Tester
 
KubeDawg's Avatar
 
Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier
Gametype: CTF/TDM
Affiliations: blunt. Moto
Posts Rated Helpful 128 Times
Yep, but no longer possible to land at the building across the water from CP1
__________________
Moto's Funhouse | Dallas, TX - 74.91.114.247:27015

ff_plunder - Complete
KubeDawg is offline   Reply With Quote


Old 03-31-2015, 12:09 AM   #11
aleXtric
#FF.Pickup Dictator
Beta Tester
 
Join Date: Aug 2011
Location: Detroit
Gametype: ADL
Affiliations: KiNGz .
Posts Rated Helpful 100 Times

HAIL TO THE KiNGz BABY!!!!!
__________________
!add
#FF.Pickup - Quakenet

http://www.ffpickup.com/?p=irc
aleXtric is offline   Reply With Quote


Old 04-02-2015, 10:16 PM   #12
Headz
 
Headz's Avatar
 
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
I think Palermo is very good as is, with a good defense it can be very hard and sometimes not possible to cap the 1st even with rjump + nade.

But this map with only 3 or 4 good players on each team then yes is a cap fest with the recent players.
__________________
Compile error:
Leaf portal saw into Cluster Phuck
Headz is offline   Reply With Quote


Old 04-03-2015, 04:20 AM   #13
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
As new players learn, it will balance back out, I believe. I remember we playtested the living shit out of that map. With balanced teams, it can go the time limit just for team 1 to cap all 4 points. Frankly, I find that to be quite enjoyable, no matter which side I'm on.
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:42 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.