Canary Wharf


(DarkangelUK) #1

Just curious, was playing tonight and noticed that the 2 side doors of the first objective were rebuilt by the defence, is this a bug or by design? I also managed to plant on the last objective as a non-engineer and the countdown timer was 99 secs, is that correct?

As a side note, KOH standing in the area objectives that have severe decay when not there are absolutely awful… I mean severely bad.


(Mustang) #2

Doors is by design, last objective C4 timer is a bug, it should esplode faster.


(DarkangelUK) #3

Well at least the last one is a bug, the doors being rebuilt by design is a bad idea IMO.


(tokamak) #4

I love it. The doors just need to be destroyed faster. That’s why I think these doors should be destructible through any kind (but mostly explosive/high calibre) damage. And there should be a difference between halfway (large open holes but impassable) destroyed and completely destroyed (passable).


(DarkangelUK) #5

The defence have far too many advantages as it is, offence need to filter through a time consuming lift and jump onto the roof, or go completely exposed via the pipe to get in there without the doors blown, defence just walk straight in via a perfectly wide open door. Remove the defence executive entrance then we can talk about how good rebuilding the doors are.


(tokamak) #6

Just make them easier to destroy. That way we get Seawall shenanigans.


(Kendle) #7

I take DA’s point that currently the doors being rebuildable gives defence an advantage they don’t need (they already have enough) however I do like the idea of a Merc with an ET Cv/Op style satchel charge to instantly blow the doors. Timing that with team-mates for a co-ordinated push is a great example of how classes / mercs can work together.


(BomBaKlaK) #8

More route, tricks, alternative path are needed.
Like on all maps it’s really easy for defenders to spawncamp the attackers.

Same at the end it’s really easy to spawn camp the defense, it’s not fun, it’s a meat meatgrinder.


(tokamak) #9

Granted and I agree. But I only think it’s an advantage that doesn’t stack up to the considerable amount of work it takes to blow those doors. If the doors are easier to destruct (by all kinds of ways, hacking, damage, charge) then the defenders will have to actually put in work to keep their doors up.

Right now it’s just a quick fix for them because most doors don’t get blown at all.

What I would like to see is a constant hectic battle over that area:

  • Doors easy to break/hack/ whatever
  • Absolutely tantamount for the defenders to keep the doors up. They’re fighting every leak in the area.
  • As long as the doors are up, the objective should be relatively easy to defend.

(slanir) #10

I like the idea with the doors, maybe it could be extended to have one door being hackable while another part of the wall can be blown up with a c4 or something like that. the hackable door can be ‘closed’ again with some effort while the hole in the wall, which takes longer to create is permanent.

I also suggest to redesign the area a bit so that the new entrances are further away from the capture zone. Instead of having a small box with doors on all sides of it. Also make it possible for the attackers to get inside there without passing through the huge open area in front of it with an optional corridor. But make it longer. Safer but slower. :slight_smile:


(tokamak) #11

I can see the idea behind it. Different objectives make the map more diverse. However, it also makes the map more linear. If at any time either one, two, or three doors could be standing (or halfway shot) then you’ve got a completely modular map.

That’s what I’m still pining for. Fuel Dump was highly modular, the fences surrounding the objective could be destroyed at either side and at two degrees of destruction as well as repaired or ‘hacked’ (through disguise entrance).

I want to see players starting to dictate how the map looks like and fighting over that privilege. That, to me, is Enemy Territory.