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Rebalance of goldrush?

#  Jul 01, 2008 at 5:00 PM
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explodeder 80126
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I was just checking out steam stats, and noticed that goldrush is heavily balanced towards RED almost 2 to 1. I realize in competitive play it's probably more even, because it's much harder to put up a cohesive defense on a pub.

What could Valve do to balance it a little better?

check it: http://www.steampowered.com/status/tf2/tf2_stats.php
#  Jul 01, 2008 at 5:03 PM
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ArlanKels 79224
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Harder to put up a cohesive offense on public servers, explodeder.
Not defense. Defense is far easier on pub servers.
It's especially easier since most people will use 32 player servers, with 4-5 engineers on defense.
This generates a "Sentry wall" that is nigh impossible to get past without excellent teamwork, on top of 3 soldiers and 3 demomen spamming.
Add in a few medics and snipers and you have an unbeatable defense without astounding teamwork from the offense.  And on pubs that doesn't happen.
#  Jul 01, 2008 at 8:10 PM
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explodeder 80126
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Offense. That's what I meant.

It still doesn't change the fact that the vast majority of matches are won by one side. Valve seems very concerned with balance, so I could see them widening/changing choke points, to help mitigate the "sentry wall"
#  Jul 01, 2008 at 8:18 PM
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ArlanKels 79224
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That's what the point to the removal of the door near the last point was for, it helped to increase the ease for the offense to get into an offensive position.



Personally I think they need to add in a side access to the rightside(or if you're red leftside) ramp area which is heavily favored as a spot for a sentry gun.
#  Jul 01, 2008 at 8:24 PM
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Dexx 83084
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wait til all the weapon upgrades are done, and then we'll see how map balances change in general
#  Jul 01, 2008 at 8:25 PM
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Van Crackin 83825
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Too many choke points to make the map balanced right now. Stage 3 is just one long hallway.
#  Jul 01, 2008 at 8:29 PM
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fatalmsg 85065
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Possibly increase the speed of the payload, or change it that there are less engie hiding spots, idk, this would take some thought to complete.
#  Jul 01, 2008 at 8:29 PM
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The biggest issue is that the gamemode, Payload, is invariably going to favor offense versus the defense, because the offense will always know exactly where their opponents are supposed to be, and they'll have to be there for a very prolonged period of time(I think it's at least one minute of cart pushing for something like x4 on the cart to get all the way through each map?).

More often than not I see Red lose on Goldrush simply due to spawn camping.
#  Jul 01, 2008 at 8:36 PM
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There's a problem w/ goldrush?

Wow, its not perfect but I've never complained. Stage 3 has that one middle section that is pointless and incredibly easy to push thru on offense but other than that what's really wrong with it?
#  Jul 01, 2008 at 8:51 PM
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Statistically Goldrush gets raped by the Defense time and time again in most Pubs.
Competitively I don't know how it goes, though.
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