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Mental Asylum Change


Junke

Mental Asylum Change  

52 members have voted

  1. 1. Would you like this to be the new Mental Asylum?

    • Yes, lets change to this one.
    • No, mental is good the way it is.

This poll is closed to new votes


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Below are going to be screenshots of the Mental Asylum I edited. I think the concept behind the mental is good, just needs a bit of balancing. The problem with the mental right now is location, rebel sided, and the event takes 45+ minutes to fight.
Below are some screen shots of the new location and layout

Location:
(Blue marker is sofia HQ, Red market is Rebel, Yellow markers is Mental)

Spoiler

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Layout:

Spoiler

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Spoiler

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New Van Spot:

Spoiler

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Spoiler

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Below is a change I want to make in order to prevent the event from going 45 minutes. I would like to do 5 mins to thermite door, 10 mins to hack laptops, and another 10 mins to loot remains and gold bars into tempest. Then you can use a demo charge to break open the back wall to get out or you can go through the front gate with the tempest. Then from there rebels can take the tempest to the Rebel to sell the stuff.
Pick Below:
 

Spoiler

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Edited by Junker
HunterB, lukee, Sandwich and 1 other like this
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The new mental with the vehicle spawning inside is MUCH better than having to leave the compound and getting fucked by cops. The area is also better as it's closer to both Rebel and HQ. While yes the sand sucks, there's a dirt road to the right that you could take and the trees offer concealment for the cops to actually push in. This makes it a much more balanced fight for both cops and rebels with a quicker response rate for the cops for more action.

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On 6/21/2022 at 1:49 PM, skimancole said:

The new mental with the vehicle spawning inside is MUCH better than having to leave the compound and getting fucked by cops. The area is also better as it's closer to both Rebel and HQ. While yes the sand sucks, there's a dirt road to the right that you could take and the trees offer concealment for the cops to actually push in. This makes it a much more balanced fight for both cops and rebels with a quicker response rate for the cops for more action.

whats peoples thoughts on adding a couple sea containers in( not many just a few) so cops could potentially drop people off to pressure people peaking,then maybe the chance/opportunity to push on foot once some smoke gets put down?

To explain a little better,think of bank,1st ATM pressures roof an other spots for hatches to zerg on in there or ifrits lol,Allows the cops to get something of a foothold to push in side an or bank with smokes.

This way its not just a actual zerg fest of strider/hunters an cops being mad when they die about how its impossible to push.Allows them the option to push as a group.

The counters for it,Keep your head down,play aggressive with a ifrit roaming,just be a little more patient.

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3 hours ago, Zurph said:

You just pretty much copied the old design and put it in a new spot, one of the main reasons it is so shit is because its design was so bad. use your own brain and make something else.

He suggested a new location which does make a difference for the fight and a couple of tweaks to make the asylum last shorter. 
If it's your opinion that the design is bad why aren't you the one coming up with a better one?

Junke, Vash and Leviathan like this
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5 hours ago, Zurph said:

You just pretty much copied the old design and put it in a new spot, one of the main reasons it is so shit is because its design was so bad. use your own brain and make something else.

The problem was there were only two entrances cops would get funneled through. Theres now a third entrance.

Also didnt help rebels got tons of tree cover from inside mental. 

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  • 3 weeks later...
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