Moderator: Cartographers




This is key, I think. It wasn't possible before, but we can do this now.Dukasaur wrote:The thing I dislike most about this map is the tendency to deadlock. Now that we have the capability to lock out certain settings, we should lock out "no round limit". There's no quick fix to the deadlock problem that I can see. Round limits are the way to go. Most people know this, but it's so easy to accidentally forget the round limit, so I think it should just be locked in.
Fuchsia tude wrote:This is key, I think. It wasn't possible before, but we can do this now.Dukasaur wrote:The thing I dislike most about this map is the tendency to deadlock. Now that we have the capability to lock out certain settings, we should lock out "no round limit". There's no quick fix to the deadlock problem that I can see. Round limits are the way to go. Most people know this, but it's so easy to accidentally forget the round limit, so I think it should just be locked in.
+1MichelSableheart wrote:This map has been sitting in beta for more then 5 years, and has 24.5K games played. What is still needed to get it quenched?
Reposting this question for visibility.MichelSableheart wrote:This map has been sitting in beta for more then 5 years, and has 24.5K games played. What is still needed to get it quenched?
Especially with trench settings - the top player, who starts the closest from his bombardable bridge, has no chance against the bottom player who will reach his bombardable brdige much later and thus gets wayyyyyy more autodeploy.xroads wrote:After playing this dozens of times, I have noticed an unfair advantage.
The bottom track runs into poor conditions 3 times in the first 6 territories vs top track only has it twice, and its more spread out.
They should both come in contact with poor conditions at the same time on the trail.