Author Topic: Tali 16  (Read 328 times)

Offline Ts4EVER

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Tali 16
« on: 15-05-2020, 17:05:46 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Offline Flippy Warbear

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Re: Tali 16
« Reply #1 on: 15-05-2020, 19:05:38 »
Known issues:
- The bleed is a bit wonky and not fast enough.

This post will be updated with more issues as they surface.

Offline Flippy Warbear

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Re: Tali 16
« Reply #2 on: 06-07-2020, 14:07:34 »
2.57 Changelog:

16 player Version:
- Changed the 16 player to a bleed setup similar to the 16 player version of Ihantala.

Offline NUKE

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Re: Tali 16
« Reply #3 on: 15-11-2020, 14:11:02 »
2.57 Changelog:

16 player Version:
- Changed the 16 player to a bleed setup similar to the 16 player version of Ihantala.

Tali is in general a great map, however all layers of the map have certain problems. On the 16p layer it is the bleed/ the total amount of tickets. The round finishes way too quickly - a lot faster than on Ihantala, if you want to compare it with this map.
Please increase the amount of tickets (I suggest increasing by around 50% or even more) or reduce the bleed rate or you could do a combination of both.
Further, bleed mechanics have been changed on this map. Before the change, bleed was stopped on both sides as long as one side holds at least one flag. Now your team is bleeding once the center flag gets lost. I regret this change and here is why:
-First, it significantly reduces the round time
-Second and more importantly, this mechanic lowers the motivation for one team to go for the last flag, they don't need it for the bleed and also the other team will get an Isu. An Isu is very dominant on this map and can be hard to kill. So hold only the center and you won't have to bother with the isu.

Better restore the old mechanic so both teams have to make a harder decision:
Do we want to just hold center, but without bleeding the other team or do we go for all flags, but then having also to fight the ISU.