The attacking team wins at least 4 rounds in the first half, defenders quit, and then when sides are switched there are more former attackers to hunt down former defenders.
I haven’t seen a close Canal match yet.
The attacking team wins at least 4 rounds in the first half, defenders quit, and then when sides are switched there are more former attackers to hunt down former defenders.
I haven’t seen a close Canal match yet.
Really? I’ve had more draws than matches ending in a win for one side or the other…
I believe the attacking side and defending side should switch every wave. To make things more interesting. Losing streaks are always pretty demoralizing, especially those who do not know the gameplay of execution will ragequit easily.
[quote=“birdhorse;71652”]This isn’t dawsons creek…urm I mean CoD.
Remove Execution, not needed.[/quote]
nah. removing execution would mean that the game devs have effectively done nothing since they started working on it.
#Digging up oldness that is still pretty relevant.
The imbalance is not necessarily attacking / defending bias’ fault but more-so, there’s no advantage or weapon that does enough impact to multiple people with skilled use (lets say for simplicities sake…) aim.
I guess what I’m saying is - as a defender you cannot pull out an m4, shoulder peak a corner and burst a headshot KILL on their entry fragger, slowing down the push in DB. Without being rolled over. It takes without 100% correct math an average of 8-10 bullets in this game, with the majority of weapons to land a kill.
Whereas, in other more competitive fps games this is doable within 1-4 bullets. Allowing for you to out aim your opponents in 1vs3 even 1vs5 situations with a single clip or quick switch to sidearm etc. I am however, not saying this cannot and does not happen in this game. it is just incredibly unlikely for you as a defender to hold a corner on such maps. Making it even easier in DB, for the attacking team.
I look forward to more creative and well designed maps, with emphasis on splitting maps between not just 2 simple choke points. I’d like some form of mid option in most of these maps, that isn’t in favour of either team. Even if it’s just a simple doorway opening you can use tactically with smokes or nades, whatever. Maybe if they just removed the middle barrier in Overground, opening up room for snipers to be more viable give more room for not only kills but information, and a lot less tight spots to get 1-shot-naded with all these open-ceiling maps. As both maps so far seem more ‘densely-wide’ than anything else. Which forces you to use specific classes like Fragger and Fletcher. Give us some open space so a lot more underplayed but more tactical classes can shine, Arty for example.
I do however love that they’re doing some form of bomb defusal game mode. As I personally find it to be the only real competitive style of gameplay out at the moment. I also hope they continue to update this game with content like this, I can tell see potential in it. Even with it’s majority of casual players and game modes, I still find time to play in public servers. Something I haven’t done in a very long time within fps games.
TLDR;
More ceilings for less explosion + laser spam.
Longer maps for more tactical use of nades, smokes AND classes.
Maybe a competitive “hardmode” where damage is multiplied / edited a touch. So you cannot just spray all day with insert any smg with 40+ bullets but use skilled aim with BR’s / rifles / LRR.
Rather it was every three rounds. At least than it would require three wins as attackers and three wins as defenders (and that’s just for the tie).