by Dokujisan » Wed May 27, 2009 8:12 pm
Then it is only balanced when both teams have the flag?
In most cases, it won't work out that way. What typically happens with a "power weapon" like this is that one player with a jetpack will grab the flag and cap it without anyone stopping them.
That is what jetpacks placed on a CTF map allows. If everyone had a jetpack from spawn, it would be a bit different. Then everyone would be able to fly around too, and they could more easily stop a FC who is using a jetpack. But if only one or two people have a jetpack at a given moment, then that becomes the entire game. Grab the jetpack and cap. The same problem existed for rocket flying on capture city. After a while, everyone learned that if you get into the enemy base with the RL and enough health, then you were pretty certain to cap the flag. The "old fashioned" way of flag capping became useless on capture city. When they reduced rocket boosting, then that helped a lot. But people could still do rocket "floating" if they had enough health/armor/ammo. At least that is slow enough where you can hit them with the nex.
Making Capture City bigger is a good thing, in theory. It brings the map more back to its roots. As I understand it, it was supposed to be a map where it took some effort to cap the flag. Unfortunately, this version of the map is too laggy to play (I don't have reflections on. I'm using lowest settings on an Nvidia 8600GTX. I usually get between 200-250fps on maps).
In addition, there is also a jetpack embedded on the map, which I think throws off the whole point of the map. The jetpack is like a shortcut. It makes the map easy to cap on.