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Alderaan Civil War design: your opinions


Haldern

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I thought it might be fun to discuss the Alderaan Civil War design, possibly to give the developers some feedback, but mainly just for the sake of it. The remainder of this post is my personal opinion (not necessarily wrong or right), so feel free to skip it.

 

Opinion

 

I have to admit I don't really like Alderaan Civil War because I don't feel it measures up to The Codex in RIFT (the most well designed warzone of this type I have seen). Here's why:

 

Strategy:

The small size, number of bases and side speeders mean that defenders can re-inforce bases too rapidly creating a zerg like style of play with a minimal amount of strategy.

 

If there were four or five bases and the warzone was larger you would have a choice of two of three bases to attack, rather than just one. This would mean defenders would have to split their ops group more effectively or face losing some of their bases to smart attackers. Too often in Alderaan it feels like the team is just running from base A to base B and back again.

 

Feel good factor:

With defense being more strategically difficult turrets would change hands more often leading to more of what I call "feel good factor" for defenders/attackers. Capping a turret gives a sense of accomplishment, and so does successfully defending a turret against a reasonable number of attackers e.g. 2v2 (as apposed to a zerg vs 2).

 

The side gliders:

I have to say I really despise the side gliders for two reasons: they are the exact opposite of "feel good factor" for me and they give a huge advantage to teams with heavy defensive players. There is no "feel good factor" for me because a lot of the time you are zooming in after dying only to be killed within 10 seconds again (defending) or just killing people over and over again in a many versus one situation, unable to cap because they keep spawning (attacking). Not fun at all, in my opinion.

 

Your thoughts?

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Rift's codex was overrun by rogues for good reason. Classes that excel in 1v1 combat will dominate this map.

 

Also codex had 15 players per side, Alderaan has 8. You can't increase the number of nodes without increasing the number of players. I think 3 nodes is a good number for 8 players. The changes of increasing the travel time to the left and right nodes is a good start to solving l/r strat dominating this map.

Edited by Orangerascal
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I think Alderaan is the best WZ mode due to the fact that you need actually communication and teamwork and can use a "kind of" strategy (going west / middle or east / west or all at the same time). It is possible to beat a "better" team by using the more flexible teamplay.

 

My 2 cents.

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I have so far had the fortune of avoiding any huttball matches, and I can say with certainty that civil war is my least favorite/most hated WZ of them all. (That is likely to change once I get stuck in huttball however)

 

Simply because most PUG teams have no grasp of tactics whatsoever, or more likely, they refuse to communicate enough to counter the opposing team.

 

On voidstar having a premade group on either side is a major pain for the opponent, in civil war it's a game winner.

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Oh, I do have one good thing to say about Alderaan though. I like the fact you can spawn in multiple places (I just don't like the spawn being right next to the left and right turret) or walk two ways out of the middle spawn.

 

The major flaws I felt The Codex (RIFT) and Arathi Basin (WoW) had was that you could pin one team in the graveyard and kill them until the match ended, which was just plain boring. One team losing is okay, the winning team farming the losing at the graveyard is not.

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Oh, I do have one good thing to say about Alderaan though. I like the fact you can spawn in multiple places (I just don't like the spawn being right next to the left and right turret) or walk two ways out of the middle spawn.

 

The major flaws I felt The Codex (RIFT) and Arathi Basin (WoW) had was that you could pin one team in the graveyard and kill them until the match ended, which was just plain boring. One team losing is okay, the winning team farming the losing at the graveyard is not.

 

I think Arathi Basin-style would work if it was, say, 12 vs. 12. 8 vs. 8 with more than 3 objectives would be too random.

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Alderrans not Bad, :D -if i get it Right, i can Kill the Side Speeder reinforcements as they come in (renforcement -fight-dead-reniforcement-fight-dead-reinforcement-fight-dead-You are unbetable- fight- Yup they dead-

 

also i can Hold the middle with a decent healer and one other, -as long as the hole of thier side dosent zerg.

Edited by Lasarith
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Oh, I do have one good thing to say about Alderaan though. I like the fact you can spawn in multiple places (I just don't like the spawn being right next to the left and right turret) or walk two ways out of the middle spawn.

 

The major flaws I felt The Codex (RIFT) and Arathi Basin (WoW) had was that you could pin one team in the graveyard and kill them until the match ended, which was just plain boring. One team losing is okay, the winning team farming the losing at the graveyard is not.

 

Yeah, the best thing about Alderaan is that you never have to wait to get back to the action after respawning, while in voidstar and huttball depending on your timing you could wait up to 30 seconds will the wall disappears.

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Alderaan is a terrible Warzone. With the huge length of capture times and the quick redeployment of speeders it's usually nigh on impossible to take one of the side guns back unless the holding team does something very stupid like abandons it or leaves a single poorly geared and easily killed defender, allowing for the lengthy capture process to take place before they can reinforce.

 

On my server at least, the Republic has largely cottoned on to the fact that if they can capture the two side guns, they've basically won. It's very difficult, if not basically impossible to wipe out four defenders before at least one of them can return to interrupt any capture attempts. They spawn, they throw an AoE, all capture attempts ruined.

 

Speeder bike changes might help, but three seconds doesn't really sound long enough. I'd much rather see them drastically reduce the capture time on the guns to say 2/3 seconds. I think that would make for a much more dynamic game as the gun rapidly changes hands. And spends more time under solid contestation. As it is now, generally whoever gets the first two points will win.

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