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Messages posted by: PolterGhost
Forum Index Profile for PolterGhost »» Messages posted by PolterGhost
Bad maps - to be voted out of the rated pool! » findx2 » Go to message
Map name: findx2
Map maker: partyp88
Number of Players: 2

Reason for down voting: Titan is at a severe capturing disadvantage. Khralean players can capture an opponent's neutral base on turn 2 without effort if first player, can capture vs titans as second player. The map start requires a very specific starting setup vs Khraleans due to their capturing advantage. Otherwise, resources start high and get up to 625 a round at full capacity, which may or may not be unbalancing on its own.

Change recommendations (if you have any): You'd have to start players with access to all the bases during round 1 or 2, or you'd have to redo the whole map so that everything is close enough to not matter, thus losing any buildup phase. It's kind of a pain to come up with any real changes without scrapping the map entirely conceptually.
Bad maps - to be voted out of the rated pool! » Tunguska Lake » Go to message
Map name: Tunguska Lake
Map maker: GreyWulf
Number of Players: 2

Reason for down voting: Khralean players have the advantage of capturing a base on turn 2; Sapiens capture on 3, Titans capture on 4 without teleport. 1st player's marauder can jump the gap, cover opponent's side's neutral base on turn 3, blocking sapiens and teleporting mechas.

Change recommendations (if you have any): Put the player's third unit closer to capture neutral base on turn 1 for all races. Forcing units to scramble to capture from at least two turns away requires careful terrain balance, given each unit's movement allotment.
Bad maps - to be voted out of the rated pool! » TuggieWar » Go to message
Map name: TuggieWar
Map maker: Lexxtrism
Number of Players: 2

Reason for down voting: Heavily favors titan matchups with easy-to-control sea channels and a single entrance protected by difficult terrain. It's easy enough for titans to access the front line, as they have two clear terrain spaces between one base and the front, and a forest + clear space from a second base towards the front. At 500 credits a turn, they can easily set up a strong defence with little effort and begin building artillery.

Change recommendations (if you have any): Not sure. I'm not a huge fan of maps with singular fronts that have to be navigated as opposed to two or three lanes of attack.
Forum Index Profile for PolterGhost »» Messages posted by PolterGhost
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