unforgiven
Inkster Jr.
- Joined
- May 25, 2015
- Messages
- 28
Hello there,
I tried the new Rainmaker mode, it's very fun. But after playing and watching a few streams, I see two issues with it.
1. The goals and the Rainmaker are too close from one another. This problem mostly because one of them isn't placed properly, not both. The goal should be close to the enemy team's spawn point to allow them to come back after being splatted.
Saltspray Rig
The location of the Rainmaker could be further back. The area I'm proposing isn't used at all and I feel it should be.
Plus, it would make the trip longer and the players will have a reason to use the alternative ways to reach the new Rainmaker location.
Camp Triggerfish
This location of the goals are quite isolated. With the long respawn time, the defending team will have a very hard time catching up the attacking team.
2. Squid Mode makes teamwork irrelevant
Being allowed to move in squid mode bring two problems.
First, you can move very fast to the goal. Because you have a very powerful weapon, you can get to the goal fast by yourself if you score two or three splats. If you were limited to just walking (or something a bit faster than walking), teamwork would play a more important role.
Second, you can stay hidden at all time if you choose to. The player who has the Rainmaker should be visible at all time. Even if there's a marker on him, he should be visible even in squid mode. In Unreal CTF, any flag bringer has a colored glow that will allow the defending team to find him if he's hiding.
I know this one is quite debatable, because of the map designs and the game mechanics like wall climbing and slopes.
So I guess my proposition would be you're allowed to walk or move slower in squid mode.
Blackbelly Skatepark
Both goals and Rainmaker have good positioning, but the games can be very quick because of squid mode.
These are just my impressions and I speak from past competitive experiences. I haven't played the other maps in Rainmaker. What are your thoughts? Do you see balancing issues in Rainmaker?
I tried the new Rainmaker mode, it's very fun. But after playing and watching a few streams, I see two issues with it.
1. The goals and the Rainmaker are too close from one another. This problem mostly because one of them isn't placed properly, not both. The goal should be close to the enemy team's spawn point to allow them to come back after being splatted.
Saltspray Rig
The location of the Rainmaker could be further back. The area I'm proposing isn't used at all and I feel it should be.
Plus, it would make the trip longer and the players will have a reason to use the alternative ways to reach the new Rainmaker location.

This location of the goals are quite isolated. With the long respawn time, the defending team will have a very hard time catching up the attacking team.

Being allowed to move in squid mode bring two problems.
First, you can move very fast to the goal. Because you have a very powerful weapon, you can get to the goal fast by yourself if you score two or three splats. If you were limited to just walking (or something a bit faster than walking), teamwork would play a more important role.
Second, you can stay hidden at all time if you choose to. The player who has the Rainmaker should be visible at all time. Even if there's a marker on him, he should be visible even in squid mode. In Unreal CTF, any flag bringer has a colored glow that will allow the defending team to find him if he's hiding.
I know this one is quite debatable, because of the map designs and the game mechanics like wall climbing and slopes.
So I guess my proposition would be you're allowed to walk or move slower in squid mode.
Blackbelly Skatepark
Both goals and Rainmaker have good positioning, but the games can be very quick because of squid mode.
