Evening all, we are proud to release the first version of the H2A Gold Pro settings! Feedback was taken from the various pre launch tournaments played before the seamless launch of MCC.
The team consists of multiple vets of the scene, all bringing their own unique opinions on top level play.
Goal of V1
The goal of Gold Pro version 1 was to have a quickened pace of play, with fast spawning weapons/power ups, whilst trying to keep the gameplay as close to default as possible. Version 2 will begin to experiment abit more with various things that we will cover in the post. Below are the changes.
Static weapons spawns implemented across the board thanks to some superb work here http://www.forgehub.com/threads/how-to-make-static-weapon-timers-in-h2a.147983/#post-1605631 These will now spawn every x seconds.
Quicker timers across the board. The BR has a much better range than previous iterations and alot more reliable up close, which allows for quicker timers....
Camo will spawn at 60s
Snipe (reduced to 1 clip for less ammo and more contention) at 90s.
Rockets are at 120s.
Brute/shotty is at 90s (though this may change across maps).
Overshield is too useless to be used currently.
Currently searching for a role for the sentinel beam.
Added a carbine loadout. The gun has excellent range, could be a niche pick for some players.
Nades are set to spawn at 45s, rather than 30s, hopefully reducing their use. Not spawning in 4s too.
110 speed for all gametypes. This is changed in mind with the quicker pace, and helps improve difficulty of aiming.
Hill - 200 pts (down from 250 to stop the regular 15 min grinds). Hill time is 2 minutes, rather than 1.
Bomb - 5s arm/5s plant, 60s reset.
CTF - Touch return removed for 3s return. 3 flag the same.
Ball - Same as other halos.
1HK with the objective is gone.
Carrier speed for all objectives is 90.
Sanc - Classic version used. 60s Camo for TS only to help promote movement. Rockets for objective. Waterfalls gone.
Lockout - Fusion coils dont respawn. The ice rocks are gone. Camo for TS only, spawning on a delayed spawn at bottom green tunnel. Hills adjusted.
Warlord - The brute shot replaces the sentinel beam bottom mid.
Ascension - Will be looked at further for v2, needs more testing. Current ideas including adding camo, placing the switch at banshee, and even forging a 3rd tower there.
All maps are set up for all suitable gametypes. As v2 comes around we will narrow down to a "tournament 11"
Yes, we know the fileshare options are limited at the moment, but for now, use the GT SitriStahl
Version 2 visions
Implement the HCE spawn system using switches
Forge map candidates
Exploring Terr. as a gametype
Using switches for gametypes Map refinements.
As always, leave your feedback, ask questions etc. These are designed to help improve HCS.