Camden Feedback Thread.Version 17963


(iwound) #1

[ol]
[li]Which part of the map/objective you like most and why? [/li][li]Which part of the map/objective you dislike most and why? [/li][li]Do you find any particular part of the map useless? [/li][li]Which route/position do you find the most useful when attacking/defending particular objectives? [/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives? [/li][/ol]


Which part of the map/objective you like most and why?

last objective. everyone is focused and in the same area, great fights.

Which part of the map/objective you dislike most and why?
3rd objective. its easy for attack and very hard to defend atm

Do you find any particular part of the map useless?
side routes for 2nd and 3rd obj, just dont use them as straight attacks seem to be more profitable.

Which route/position do you find the most useful when attacking/defending particular objectives?
2nd,3rd obj straight through the middle.
4th datacores, through the hole past stairs, against wall all the way to helicopter.
find this very easy now, even guns cant stop me for some reason. just do a little dance, f key done.

What tactics (if any) do you employ when trying to complete/defend particular objectives?
3rd obj attacking, as soldier nade,nade,flash bang, plant. altogether now…
3rd obj defence, nade, mine, die, spawn. wish it would end.


(nailzor) #2

[QUOTE=iwound;438869][ol]
[li]Which part of the map/objective you like most and why?
[/li][li]Which part of the map/objective you dislike most and why?
[/li][li]Do you find any particular part of the map useless?
[/li][li]Which route/position do you find the most useful when attacking/defending particular objectives?
[/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives?
[/li][/ol]
[/QUOTE]

Pubs: Do whatever you want just stick with another person since 1 person can not do the objective by themselves or really take out 2-3 people in a row without reloading a couple times. Can’t do the 1-2 objectives by “sneaking” especially with the sounder + notification when you are working on a switch (lol easysauce?).

My opinion from scrims mostly:

[ol]
[li]Stage 5: It has left and right sides, roof tops, lots of different spots.
[/li][li]Stage 1-4: 1-3 are bad because of spawn times. 4 because of carryable objectives.
[/li][li]No useless parts to me, they left and right sides through the map are effective.
[/li][li]Attacking -> 5 man push one direction stage 1-3, stage 4-5 “pincher” strat - attack both sides
[/li]Defending -> Hold the above :wink:
[li]No comment
[/li][/ol]


(Valdez) #3

nailzor handled it


(Kendle) #4

1st and 2nd stage are bad because they’re too easy to defend, attackers tend to rush in lemming style mostly, especially the 2nd stage, it’s way too easy to get a crossfire on the controls. Increased defender spawn time would at least give attack the opportunity to activate the controls once they’ve fought their way there, but I’d also like more cover, the carriage you can push in to cover yourself on stage 1 is a good idea, but it moves too slow to really be viable IMO.

The 3rd stage you really need 2 or more Soldiers to put down multiple plants, because if the defenders are running 2 or more Engies they can defuse too easily. 2 Engies can defuse a single C4 in less time than it takes to kill them both shooting them in the back. I’ve seen games where it takes several plant / defuse cycles to get the job done. Again longer defence spawn time would help, but I’d actually prefer Engie defuse time to be increased, which would help on other maps as well.

4th stage is just stupid with the carry mechanics. I know SD have said they’re going to change it, but not being able to shoot while carrying is bad, and having to press a button to deliver is a real killer, IMO. I do like the variety of routes you can take on this stage though, attackers just need to stick together and defend the carrier.

Last stage is the best, focused fighting and objective, and easier to defend the final plant.


(pulley) #5

At the last stage u can shoot through the tank. This should be fixed.


(Violator) #6

Which part of the map/objective you like most and why?
Docs run, good for attack + defense with lots of options, including sniper.

Which part of the map/objective you dislike most and why?
Switch objectives a bit of a meat grind - have to pretty much wipe out def to activate though a little improved in the current version.

Do you find any particular part of the map useless?
The steps to the right of the bridge where the train flies off doesn't really get used. 

Which route/position do you find the most useful when attacking/defending particular objectives?
Switch 1 - left and through the ammo room - controlling this is vital, or straight on and right through the archway ammo room.
Switch 2 - left around the carwash, for def the brick building to the right of the switch with the window.
Minecart - round bushes to the left, for both att & def. or the train with the ramp on the right.
Docs - straight through over the wooden planks, or round the MG nest / ammo building. For def, the bridge/MG nest room or the room overlooking the heli + planks area.
Launcher - left and up the stairs to the ammo room. For def, the skylight room overlooking the launcher.

What tactics (if any) do you employ when trying to complete/defend particular objectives? 
Switches - lemming mode :) For def, control the ammo buildings / gas tower.
Docs - pick up, drop, shoot, pick up, transmit / die :)

(iwound) #7

regarding the first switch. it will need cover. i suggest a carriage either side of the switch.
and a round sign around that area to stop snipers having to easy time of it.
the cart is’nt that effective as cover due to being very vulnerable.


also possibly shorten the building on the left a little to bring the exit closer to the objective.
This will tighten the area. instead of a pushable cart, have a switch in this building to make the gap between my suggested carriages smaller. this will add a side objective and not leave the left building as useless. its only purpose atm is as an exit for attack that is too far away to help. giving it a side obj will give it more purpose.also possibly re-arrange the internal walls.

on the right hand building maybe make an alcove or protected yard again to tighten the area and give cover closer to the objective. in the pic I’ve suggested another route into the building from ground floor into new room. or could be a protected stairwell (cut into terrain) into 1st floor room as a replacement entrance or as an extra entrance.


(iwound) #8

i was unable to get up here. is it like this on purpose to force players up the two sides. it was just out of reach.