Actual Jambi Proposed Changes / Feedback Thread

xtcmen
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ns2_jambi
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25 March 2013 - 21:01 EDT
#1
After a week of exciting matches on jambi, I feel now is an appropriate time to open a giant can of worms. I will start by highlighting current issues with jambi, then by sharing my personal suggestions of changes that can be made.

Problems:

1. Jambi is marine favored.
After looking at ns2stats.org, Jambi is currently favoring marines with a 65% win rate. Pipeworks has a 40% alien win rate, while waste has a 30% win rate. While some of the problems with each start hive are related, some are also different.

2. Marines have a huge res advantage.
Because Jambi is a big map, it is very easy for marines to hold 5+ res nodes in a game. Upgrades / jetpacks are relatively easy to get. On Aliens, its a totally different story. Every alien res node is usually being contested throughout the game. With focal points in oxy, organ donation, it can be difficult for aliens to hold res nodes.

3. As each game progresses, it becomes easier for marines to win.
Onos are ineffective on Jambi because of it's size. It can be difficult for onos to re-position on the map, especially with jetpack marines on the field. As marines get more upgrades, fades become pretty obsolete as well, as there are many corners and it can be tough to blink around.

4. Gravity, Room X Phase gates give marines too much access points to key locations. A robo in gravity can help arc out organ donation, pipe, oxy, and waste. It also gives marines easy access to any point along the map.

Potential changes.

1. Remove the smoking lounge pocket from bay wing.
This is a temporary fix. We plan on redesigning bay wing without cat walks, but this should help aliens hold waste hive. Marines can arc out too easily from bay wing.

2 A. Move shipping's rt to repair room.
Shipping RT is too close to marine spawn. When an alien bites on it, a marine can defend it in a matter of seconds.

2 B. Remove shipping's rt.
I am leaning towards this solution. This can help equalize the marine's res advantage. Marines can easily hold 5+ rts, and shipping is very hard to take out as aliens. This move can be justified because gravity is so close.

3. Adding a vent from pipeworks to the top of organ donation.
This should help aliens flank an organ donation PG from pipeworks hive.


Other ideas to throw at you guys:

To nerf a room x/gravity PG, I can remove the hallway from Gravity > Offload (Organ donation). This was added to give aliens extra mobility to gravity, but in fact it turned out to give the marines way too much mobility.

Change Security so that it cannot be accessed from room x / gravity. This can also nerf gravity being so strong.

Please comment on these potential changes, and feel free to add your own. I want to improve jambi as much as possible. Also, please keep in mind the feasibility of your suggestions.

Thanks.
wiry
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26 March 2013 - 06:25 EDT
#2
1. Well, something has to happen with bay wing. There's so much stuff to get stuck on and onos play is out of the question in this room.

2. It's kind of fine to have the RT in shipping, maybe just move some stuff around so the marines doesn't have a clear LOS from the hallway they're comming from. Aliens have a pretty easy time to harass this RT with the vent-abuse.

3. http://i.imgur.com/c17ZpOd.jpg It's an old map but I guess you're talking about pipeline in that picture? There's already a pretty good vent to flank them in organ donation, it's even got two exits.


There are currently a lot of rooms without any use of function. Repairs, trash ejection, supply lines (and whatever it is south of it), etc. It's basically just my personal opinion but I'd much rather have hallways than rooms without any function.

Also, if aliens spawn in Waste they are pretty much forced into having pipeline as a second hive due to Gravity not really being viable.
Mostly because of traveling distance from marine start, but also due to layout to some extent.
ScardyBob
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26 March 2013 - 16:39 EDT
#3
http://www.twitch.tv/ausns2/b/382524937 at 47:00.

Bay Wing is fairly terrible for aliens. Problematic ARC spot, fade stuck spot, and the enclosed area makes it hard for any aliens to assault.
kajiwht
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27 March 2013 - 14:19 EDT
#4
we noticed the same problems
bay wing arc is way too powerful... not to mention u can kill waste from the door without problems... or shoot the bay wing rt from above without even going down the stairs
gravity can be easily arced from behind the wall
X is overpower... u can cist lock the aliens if u position urself there

I do not believe fades are as useless as said above... since a good fade can use the vents to disapear and avoid being pinched, but a good lerk is definetly the best option there
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