Bridge Final Objective - DEFENDERS


(Melinder) #1

Im certain this point has been risen dozens of times, but I need a moment to vent, too.

I cant be the only person who thinks that the final section of Bridge needs some sort of reworking. I know this could potentially hurt the game, a lot, as the maps never have drastic changes made to them.

The problem lies in the defending side. So many times I see the final stage end in the same way. That is the Defenders being team wiped, resulting in the Attacking team Delivering both Objectives before the Defenders respawn. And even if the Defenders do in fact spawn, they’re basically locked out of the rest of the map as the only exits to their spawn are two (three if you include the small door at the back of the compound) thin choke points.

@NxA_Noxie Being my go-to gal for passing on the word, i’d like to get some publicity on this topic.


(XavienX) #2

The first stage too as well. Also Terminal’s defending side too.


(Tenebris) #3

That whole map needs reworking. But every time in-game I talk about how bad bridge is, everyone jumps to talk about how its the best map and dome sucks.

Dome is fine except the first objective. Bridge is just bad all around.


(Black) #4

[quote=“preoccupiedDimension;138255”]That whole map needs reworking. But every time in-game I talk about how bad bridge is, everyone jumps to talk about how its the best map and dome sucks.

Dome is fine except the first objective. Bridge is just bad all around.[/quote]

Bridge is completely fine if not 2nd most enjoyable map with chapel being the first.
Nice close quarter combat map which may be very linear but has numerous routes.

However I do agree with the last spawn for defenders being a little bit too easy for attack to skip and run pass them.
I believe a way for solving this is to change the spawn point to inside of the building where the objective is for 3 spawns until spawning in the back original spawn.

Kind of like how underground does it.


(Jesus) #5

I like bridge as it is never had a real problem except teammate being dipshit sometime …;


(kopyright) #6

A simple change might be to move the spawn from the back of the GH building next to the side alley. More often that not I had to sit through the ticking respawn timer just to read that the enemy has picked up the second drug sample, and once I respawn I can’t catch up with the delivering mercs. Moving the spawn closer to the extraction unit might allow for an easier interception and more close combat like in the final stage of Trainyard.


(eggplantSafe) #7

I’ve played a ranked game earlier today (well, it’s already yesterday by now’s time) where we’ve held the last objective for awhile and even returned it a few times when it was basically by the capture area.

But I agree that many times it’s almost impossible to get it back, at least in pubbie games.


(Arri_Shi) #8

I always find the objectives being grabbed the moment the EV breaks down the door. Perhaps the objectives need to pop out like 30 seconds after the EV breaks down the door, or when one objective is delivered, that way it prevents a bum rush and gives some time for the defenders to recover.


(Dufayne) #9

The key to the last part of bridge is teamwork and communication. It requires pulling back when ev is near enough to the end of its path to keep recons from a early snag and treating the building like a zombie invasion. In pub games with even a lower level team, good communication and call outs leads to a majority of wins for my team.