Thoughts on LZA?

Discuss anything Skirmish and league related.
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Did you enjoy LZA 2.0

Yes
4
67%
No
2
33%
 
Total votes: 6

Burnt
Zone Developers
Posts: 1384
Joined: Fri Jan 21, 2011 9:31 am

Thoughts on LZA?

Post by Burnt » Thu Sep 27, 2012 11:12 am

Things I can do and will be considering:

Placing Defensive Bunker pieces, PDB's, for Morgan at each trench opening. (As per old school LZA for SK)

Modifying the class set of Ultra Skirmish to use on the zone. This would include mortarman, machinegunner, all those classes, minus the op broken shit like infil and its blink spam or ninja. I prefer this option, as it would be a stand alone zone then and would not be taking up a "classic sk" zone slot.


Things I wont be doing:

Changing the itemset for nader without community consent (have had requests for extended range on nader) for the SK6/7 item sets.


Things to fix:

Grizzly getting stuck in safe zones.


____________________

Open to requests. I havent sat on this map for the better part of the year for nothing.
There is a place where the losers win
A port of call for desperate men
It is known by many names
We come and go but it remains
Nobody cares, nobody cries
if you're scared or if you die
That's the way it goes
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Noire
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Re: Thoughts on LZA?

Post by Noire » Thu Sep 27, 2012 3:28 pm

It's a cool map, and the changes you have made and propose to make are also pretty interesting, but I don't know how well it would sit with the general SK population were it the only zone. This is why I actually think the idea of incorporating new classes and in a sense removing this zone from the classic sk lineup is a great idea. It would not only give the SKers another option once NML or whatever got stale, it could also be used as a sort of gateway zone to introduce the more traditional SK population (like myself) to alternative zones.

Edit: In my opinion, if vehicles are going to be used on the map it might be wise to close up the trenches a bit. I like the way they are more easily assaulted for just small unit play, but with the tanks it just makes it harder for Morgan to defend the objectives. This is, of course, assuming that the population can at some point understand that the objectives are the objective and the map starts functioning as it is supposed to.

In turn, if the vehicles remain and the trenches are closed up, I think the extended range on grenadier is definitely warranted.
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Burnt
Zone Developers
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Joined: Fri Jan 21, 2011 9:31 am

Re: Thoughts on LZA?

Post by Burnt » Thu Sep 27, 2012 4:00 pm

If I go with the USK classes, mortarman would effectively be the long range nader anyways.

Ill see about that tonight.
There is a place where the losers win
A port of call for desperate men
It is known by many names
We come and go but it remains
Nobody cares, nobody cries
if you're scared or if you die
That's the way it goes
You should know...

ChrisP
Posts: 256
Joined: Tue Aug 16, 2011 11:58 pm
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Re: Thoughts on LZA?

Post by ChrisP » Thu Sep 27, 2012 4:34 pm

the return of ultra skirmish? leet. i like

i didn't particularly enjoy it because it's just the same old skirmish, it's fun sometimes i guess. i didn't hate it, either.

Burnt
Zone Developers
Posts: 1384
Joined: Fri Jan 21, 2011 9:31 am

Re: Thoughts on LZA?

Post by Burnt » Thu Sep 27, 2012 8:37 pm

Well no, just the classes. I dont have the patience to debug the kill streak stuff, the base stuff, or any of that fluff. A majority of the classes will return, however.
There is a place where the losers win
A port of call for desperate men
It is known by many names
We come and go but it remains
Nobody cares, nobody cries
if you're scared or if you die
That's the way it goes
You should know...

ChrisP
Posts: 256
Joined: Tue Aug 16, 2011 11:58 pm
Contact:

Re: Thoughts on LZA?

Post by ChrisP » Fri Sep 28, 2012 7:05 am

that's fine, that's all i wanted from it really.

ChrisP
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Joined: Tue Aug 16, 2011 11:58 pm
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Re: Thoughts on LZA?

Post by ChrisP » Sat Sep 29, 2012 3:37 am

I now remember that USK has unbalanced classes, so some of the classes will be weaker than others and purposeless unless you put in a system to deny the high classes to some people. Such as needing x kills during current game to pick them or something. Or somehow buffing the weak ones. Or adding soda and making class reset when killed.

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