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 Post subject: Devils couldren
PostPosted: Wed Apr 28, 2010 1:47 pm 
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So the guy on the buttom of the triangle is able to get to his side resouce in 2 turns. Everyone else takes 3 turns. This can easily be balanced out and ill add screen shots as soon as I can get private match to work:).
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This is from the bottom base to its left side resources . How many hex's is marked
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This is how many spaces from the right side base to that same resource
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This is how many spaces it is from the right side base to its other side resources.

As you can see there is a major difference in hex placements giving the bottom base an early game advantage

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 Post subject: Re: Devils couldren
PostPosted: Wed Apr 28, 2010 3:17 pm 
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yeah this map is really odd... I played solid and togo on it and it was just not good at all

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 Post subject: Re: Devils couldren
PostPosted: Wed Apr 28, 2010 7:43 pm 
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ABOLISH SLAVERY....OR JUST FFA!

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 Post subject: Re: Devils couldren
PostPosted: Wed Apr 28, 2010 7:48 pm 
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I just experienced this. The bottom guy won, and I got 3rd, after being on the right. It was very hard to get, and attempt to keep, my second resource.

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 Post subject: Re: Devils couldren
PostPosted: Sat May 01, 2010 7:11 pm 
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Fix is in process. We are also adding more FFA maps that should address some of Solid's and others' concerns.


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 Post subject: Re: Devils couldren
PostPosted: Mon May 03, 2010 11:15 pm 
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I just played one of the best ffa games ever in the finals in the ffa tourney today on this map, it is totally unbalanced but has potential to be a good map.

In my opinion, the person who has bottom base has best advantage over all, the person who has left base has 2nd best, and the person who has right base has the least advantage and worst starting spot(unfortunately I had this spot).

The right side has access to only one resource on each side(2 total), whereas, the left side has 5 resources on his two walls combined, but the bottom has best advantage because he has a quicker access to those resources.


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 Post subject: Re: Devils couldren
PostPosted: Wed May 05, 2010 8:06 am 
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yes panimer that final was awsome. if i remember correctly i won it so close with 25 to 25 to 21 vp.
the problem on thismap is even if the bottom player could have a resource advantage he has to struggle hard to win. because for him its nearly impossible to take the control point in the middle. that was the biggest problem i had in that game. i takes 5 turns(13 hexes) for an infantry unit to reach the cp from the bottom location. from the top locations it only takes 4 turns(12 hexes).

but i really like the pit in the middle its such a great idea an area key to win the game which can only be reached by certain units.

i would prefer the top right position on this map with the possibility to counter the second cp in your fourth or fifth turn and then just turtle with artillery|aa. which worked well in me in my first round match. but thats is personal feeling i guess;)

edit:
mlowe is this your ffa deck??? i hope not;)

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 Post subject: Re: Devils couldren
PostPosted: Fri May 07, 2010 2:47 pm 
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Devil's Cauldron has been rebalanced. Should be more symmetrical now.


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 Post subject: Re: Devils couldren
PostPosted: Fri May 07, 2010 9:48 pm 
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Thank you guys.

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 Post subject: Re: Devils couldren
PostPosted: Fri May 07, 2010 9:49 pm 
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1 last complaint about devils cauldren (haha sorry i know you guys already did a ton of work) the bottom cp is 5 squares away and the other ones are 4 squares from their respective bases, this can really hurt when it comes to get an early cp cap


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