#Voxel is an amazing mode but it has some flaws that severly hamper the gameplay of it

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lone wyvern
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Building big wall of defenses on the start of the game is super fun, and should mostly remain unchanged (with some exceptions like maybe height limits and some prebuilt stuff).

The start of the match and its initial phase of "turf war" or "trench warfare" or whatever else you want to call it was sincerely extremely fun to play, rushing in with smokes or light vehicles like ATVs on the sides of the map or catching random rushers in the middle of no mans land was excellent.

However, vehicles quickly began ruining the entire mode because of how flat the map is and the fact that there were no buildings between the big wall and the capture points and team spawns, so vehicles should likely be adjusted or removed if the map will be left as it is.

In general, the area between the big wall and capture points (pictured and circled below) needs some prebuilt stuff to break line of sights and all, because once fighting moves there, the gameplay goes to shit on both sides, so that's worth noting down and improving.

Overall, amazing mode that needs some adjustments once the fighting moves from trench warfare to push/defense of the capture points themselfes.

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Voxel is an amazing mode but it has some flaws that severly hamper the gameplay of it

lone wyvern
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Oh, I think I may have incorrectly circled the mentioned area on the picture, though the circled area applies to my description of a flaw too

loud charm
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Make the floor about 3-4 layers of voxels so we can dig tunnels and foxholes.
This way, the map may start out as a flat layout, but as the match goes on, there'll be a lot of height variety and "texture" to the ground from various blocks that have been built or destroyed over the course of a match.
This also helps prevents Tanks from just dominating the match.