Ikanam Biolab

Discussion in 'Test Server: Announcements' started by Freeze74, Nov 7, 2014.

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  1. xthezerohunter

    1.
    C. Making it more open inadvertently makes it more closed. By giving people more options to spread out you encourage the defending team to make a pinsir attack and slowly push the attacking team back to the jump pad like they always do. It's a Bio Lab; jump pad battles are what they're known for.

    2. Why? That makes combat take longer and slows down the pace of the struggle which happens in Bio Labs already. Seems like it's just adding more meat to the grinder.
    B. Should be spread out, yes. Will it be more spread out? Nah not really.

    3. By removing the deadzone to prevent camping you inadvertently allow more camping to ensue. Before to camp the tele room people would huddle near the point with Engineers, Heavies, and MAX on the stairs to form a defensive line. Then after them would be the Medic and Infil to revive and provide Motion Spotters so that the defending team know how many are where. By removing the deadzone you then allow the actual teleporter to be camped instead of the room. It would like if you took preventive measures to stop people from hijacking trains at the station by letting in the control room. Instead of being spaced out around the room people can just stand still in front of the teleporter, the same way they do in other bases.
    4.
    B. Attackers can now access the teleporter on the ground level. So what's stopping a couple of squads to take sunderers and just sit them near the teleporters. Wouldn't people still be able to use squad deploy to go from dying on top to right in front of the tele?

    Also by removing the deadzone in teleporters it kinda brings up an old decision. I can redeploy at the sunderer 100m below me with the rest of everyone else and follow the zerg to the grinder or I can deploy in the sunderer 324m away and just take the teleporter straight into Bio Lab and skip everything else. But since they're removed I'm forced to join the zerg in hopes of pushing through the grinder on the jump pad, wait for someone on the enemy team does a suicide run to the sunderer, or just go to an entirely different fight. By making jump pads more dependent it adds a choke while removing others. Most people who aren't in squads or looking for different ways will go to the pad like they've always had and will become additional fodder.

    But this does also fix another problem. NC has a Bio Lab and VS wants said Bio Lab. So they zerg in from the teleporters but NC was expecting it and push them back to rooms. Meanwhile the people who led the zerg there start backcapping and circling around the Lab to gain more territory and close off the NC from reinforcements. The however many of so VS troops will stay in the room and occasionally poke their head out to remind the NC that they are still there. The stubborn 20 or so NC will stay in the Bio Lad being farmed by the 60+ VS that are attacking from all sides; and when the Lab is taken the NC are now 5 Facilities away and have no choice of getting it back unless they stop fighting the TR to take it back but then the TR just take the other Bio Lab and NC are kicked around like always. By removing the dead zone you limit the fight/ bait&switch that is so common to Bio Labs. It'll change the way Bio Labs are fought, but not the way they are farmed.
  2. Louey

    If you want to make a less "campy" bio lab put Ikanam back to normal and put a door on a 3rd pad like the other pads have.
  3. Nalothisal

  4. Mianera


    You made this the most easy defendable Biolab in the entire game. This biolab is awful and every sane person avoids it.

    Everybiolab has choke points at the platforms but at least people had a chance to make a move through the teleporters because thery were shielded. You halfved the possible attack routes into the biolab.

    The teleporters now are directly camped. And since you cannot park a sunderer below them, you are forced to frikken run the whole length of the bridge and it isn't worth it!
    • Up x 1
  5. Shadow76670

    just remove the pain fields on the teleporter rooms and keep the shields.
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