Fallenheroes increased timer

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Crusher

FNG / Fresh Meat
Nov 22, 2005
2,400
376
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Belgium
Fallenheroes is a great map, really fun to play. The thing is that most of the time the round ends somewhere in the middle of a fight because no side was able to capture all the objectives. If it was an attack and defend map the time is a balance issue. But Fallenheroes is quite ballanced already, having a timer isn't that neccesairy actually. I would suggest doubleing the time, or at least changing it to 20 minutes.

Edit: trying to add poll failed somehow :\
 
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Bennanteno

FNG / Fresh Meat
Oct 7, 2007
165
1
0
I don't want to say it out loud, but there is a way for the Russians to cap the Univermag without actually fighting for it. I assume this is an exploit but I don't know who to PM about it.
 

Zips

Grizzled Veteran
Mar 4, 2006
3,683
1,076
113
Rapture
totalgamingnetwork.com
I don't want to say it out loud, but there is a way for the Russians to cap the Univermag without actually fighting for it. I assume this is an exploit but I don't know who to PM about it.
A TWI dev would probably be best: http://redorchestragame.com/forum/showgroups.php (Ramm, Xienen, Zekk, Wilsonam, etc.)

Either that or any of the moderators would also relay this information to the devs.
 

Crusher

FNG / Fresh Meat
Nov 22, 2005
2,400
376
0
35
Belgium
Barashka has the same problem, not enough time for one side to capture all the objectives most of the time.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
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Amsterdam, Netherlands
barashka time is fine. Fighting a loosing battle is horrible if it continues for too long.

Remember as a double attack map if you dont even attack the last capzone you will still win on having more capzones. The moment the battle is away from the square its over already. Especially since all but 1 cap are closed then so someone cant sneak to the extreme other end.