Upvote Upvoted 8 Downvote Downvoted
Coalplant best map
1
#1
7 Frags +

http://puu.sh/5a5BR.jpg

yeeeeeee

http://www.youtube.com/watch?v=cJ4KUR9KJ90

[img]http://puu.sh/5a5BR.jpg[/img]

yeeeeeee

[youtube]http://www.youtube.com/watch?v=cJ4KUR9KJ90[/youtube]
2
#2
7 Frags +

Did you win that match???

Did you win that match???
3
#3
3 Frags +

its in progress but we did come within seconds of winning it by ffw

its in progress but we did come within seconds of winning it by ffw
4
#4
1 Frags +

We lost but by just a "little". If Quantum Flux hadn't run kritz and if I wasn't shit at soldier, the world would have never known of this spot.

We lost but by just a "little". If Quantum Flux hadn't run kritz and if I wasn't shit at soldier, the world would have never known of this spot.
5
#5
cp_process, cp_metalworks
17 Frags +

Will be fixed next version.

Will be fixed next version.
6
#6
4 Frags +
ScorpiouprisingWill be fixed next version.

while you're at it, might be prudent to adjust the amount of time it takes to capture the point. it feels like it takes forever to cap, not sure what the thought process was behind it being so long. i think it promotes a lot of weird passive play from teams holding the point, and makes it really easy to just constantly push the point for teams with better spawns. two rounds in a row my team lost our med and demo in the initial fight right away but we weren't really punished for it because we just came back and fought before the point was capped.

i wouldn't think its a giant issue but its something to ponder. :)

[quote=Scorpiouprising]Will be fixed next version.[/quote]

while you're at it, might be prudent to adjust the amount of time it takes to capture the point. it feels like it takes forever to cap, not sure what the thought process was behind it being so long. i think it promotes a lot of weird passive play from teams holding the point, and makes it really easy to just constantly push the point for teams with better spawns. two rounds in a row my team lost our med and demo in the initial fight right away but we weren't really punished for it because we just came back and fought before the point was capped.

i wouldn't think its a giant issue but its something to ponder. :)
7
#7
9 Frags +

Nice, I had myself get launched up there by a soldier like a week ago in a scrim and I was like wtf. There is a part near blue spawn where there is a small area where there is no "invisible wall." I talked to Kalkin about that and he said using that spot in a match will result in a automatic loss for you team.

Nice, I had myself get launched up there by a soldier like a week ago in a scrim and I was like wtf. There is a part near blue spawn where there is a small area where there is no "invisible wall." I talked to Kalkin about that and he said using that spot in a match will result in a automatic loss for you team.
8
#8
cp_process, cp_metalworks
0 Frags +
london_callingScorpiouprisingWill be fixed next version.
while you're at it, might be prudent to adjust the amount of time it takes to capture the point. it feels like it takes forever to cap, not sure what the thought process was behind it being so long. i think it promotes a lot of weird passive play from teams holding the point, and makes it really easy to just constantly push the point for teams with better spawns. two rounds in a row my team lost our med and demo in the initial fight right away but we weren't really punished for it because we just came back and fought before the point was capped.

i wouldn't think its a giant issue but its something to ponder. :)

Yes, that is also being adjusted. Koth_ashville had a flat capture value (11 I believe) but pretty much every other koth map uses Viaduct's value, which is 3 but requires 2 players to capture at full speed.

Its a very strange setup, but it works really well, so Coalplant will have it changed next version.

[quote=london_calling][quote=Scorpiouprising]Will be fixed next version.[/quote]

while you're at it, might be prudent to adjust the amount of time it takes to capture the point. it feels like it takes forever to cap, not sure what the thought process was behind it being so long. i think it promotes a lot of weird passive play from teams holding the point, and makes it really easy to just constantly push the point for teams with better spawns. two rounds in a row my team lost our med and demo in the initial fight right away but we weren't really punished for it because we just came back and fought before the point was capped.

i wouldn't think its a giant issue but its something to ponder. :)[/quote]

Yes, that is also being adjusted. Koth_ashville had a flat capture value (11 I believe) but pretty much every other koth map uses Viaduct's value, which is 3 but requires 2 players to capture at full speed.

Its a very strange setup, but it works really well, so Coalplant will have it changed next version.
9
#9
12 Frags +

We're currently calling it an exploit. Starting tonight, it cannot be used.

We're currently calling it an exploit. Starting tonight, it cannot be used.
10
#10
0 Frags +

i'm famous.

i'm famous.
11
#11
0 Frags +
KillingWe're currently calling it an exploit. Starting tonight, it cannot be used.

Would it be possible for Scorpio to release a b2a fixing this? Although now it's kinda pointless since coalplant week is half over...

[quote=Killing]We're currently calling it an exploit. Starting tonight, it cannot be used.[/quote]
Would it be possible for Scorpio to release a b2a fixing this? Although now it's kinda pointless since coalplant week is half over...
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