Container City is horribly unbalanced


(TwwIX) #1

It’s impossible for Security to get out of the spawn once Resistance players reach the front of the spawn. This map is nothing more than spawn camping fest. No matter how good the team was on the previous maps, the results are always the same on this map. This can be fixed by reducing the initial spawn time for Security.


(slengteng) #2

If the entire attacking team rushes the gate right from the start it’s normally quite easy. If the attacking doesn’t control the area around the gate from the start then yes, it’s pretty much impossible. The problem is that some players still don’t understand this, but it seems to be getting better lately.


(radiogenicsky) #3

If security does this it is still unbalanced until they get to the crane.:icarus:


(TwwIX) #4

Exactly. It makes no difference whether the gate is blown up or not. The defending team can still spawn camp the **** out of it. The stationary turrets aren’t much of a help either.
Also, what genius decided to put the spawn at an angle? The soldiers at the Normandy landings had better chances of survival.


(sh4d3Z) #5

This is one topic that has popped up quite a lot. I agree, they need to address it. There have been a few suggestions that looked good and reasonable. The easiest one would be to move the spawn location for Security closer to the Command Post. That would save you a few seconds of running… should be a noticeable improvement.

I’m sure SD is well aware of the community’s opinion of most of the maps (Container City being the most discussed one). So hopefully the concerns will be addressed in the near future (wishful thinking perhaps).


(slengteng) #6

The second stage isn’t nearly as bad. In fact, if the attacking team continues to be aggressive they can make it almost impossible for the Resistance to leave their spawn, which is really annoying as Resistance. Again, the attacking team needs to understand that once the gate blows only one person needs to escort the bot, and the rest should immediately push forward and attempt to control both outlets from the Resistance’s spawn.


(Smoochy) #7

i played last night. i blew the door as soldier (everyone else just wanted to run around like headless chickens). all done quickly <2min

i turn around, no bot, they hadnt even been to guard the bot so it was still at the pier. so i go change to engi, get back to the bot and get it to the stairs and up.

the problem then was that they had loads of turrets and snipers sat above the 2 sets of stairs. the thing with this is that when aiming down they can see you head before you can see anything so every time we tried to even peak out you are OHK by a buffed barnet. to make this worse they were throwing nades and caltrops every few seconds.

our team was pants, but still, it wasnt much fun. thats only the 2nd time ive been penned into the base though.

i was also getting some odd OHKs from carb9 too. bang bang 2 headshots dead. WTF? we all know this isnt possible. maybe some of them were hacking too. i tested as a double buffing engi buffing myself and using barnet. when i headshot mediums they dont die in 1 shot unless already hit. so how can they kill me in one hit?


(Je T´aime) #8

Well the problem that I see with that map is the layout of it, Security respw is in a lower level, security defends in a highter spot wich makes the job a lot easier for them, but you just get respw camped if teams aren´t balanced skill wise or having a lot of bots in ur team or if you dont rush quick enought, but container city isnt the only map where that happens, i´ve seen a lot of respw camp also in resort/security tower/ too because again the map layout of the respaws favours the defending team.


(Kalbuth) #9

That’s the main issue, not really that the offense is impossible, but any skill difference between teams in favor of resistance, will end up horribly with a huge spawnrape.
You need a slightly better sec team to get it done in a normal fashion
Any skill difference will permit resistance to lock down and spawn rape no end


(Stormchild) #10

But then they also would need to move the Spawn defense turrets because the way they are now, they don’t really help much to defend the spawn area. Nades and headshots are your reward as soon as you go upstairs. And even if you blind before, there is so many of them up there that you’ll get mowed anyway. The resistance have so many camp spots from where to shoot (windows, top of buildings, gate hole…) that once you climb the staires to the gate, you get shot from every angle at once…

I believe the first half of this map is really a tribute to team playing. Without solid synchronization, it is very hard, even with balanced teams, for the security to breach the spawn camp once its started. That’s why it happens often on pub.

It’s also why I think we should get the shuffle teams vote option, or something.

ps : I miss smoke nades and blind nades freak me out all the time, not good for my heart or my eyes :stuck_out_tongue:


(Kalbuth) #11

If layout changes were easy, I would advocate a kind of tunnel leading on top of the left-most stairs in the 1st obj area, and another leading to the rightmost stairs, ie permitting Sec to reach 2 overlooking / camping area without running in the open for 5+ seconds


(wolfnemesis75) #12

My favorite map attacking as Security…!


(neg0ne) #13

The hard thing about brink is, that it needs even more synconised teamplay that former SD titles without propper VOIP an V-Says. Not only at this map, but the start of Container city is a good example for that.

It is possible. Its all in coordination and Teamplay.

But some minor tweaks could be nice, especially for Pubbing.
( maybe a alternative route to leave Spawn )


(GreasedScotsman) #14

Yeah, I’ve been advocating a 3rd exit from Sec spawn for a while. A tunnel like you find on Shipyard would be nice. Something juicy and flank-tastic.


(ScumBag) #15

GDF needs a Platypus. :stroggbanana:

I mean give Security a boat that 1 or 2 people can occupy that they can use to flank Resistance. Something to create a distraction from the front line and give the planter time to work. I’ve also wondered why we don’t get multiple plants for charges like in QW, which might help get the gate blown more quickly in the initial rush.


(ataliba) #16

more hackeable doors for flanking…


(Humate) #17

Unfortunately spawn camping in Brink has nothing to do with skill.
I personally dont have a problem being spawn camped, as long as its predicated on the enemy outgunning me. But due to the low headshot multiplyer and high spread/recoil, terrain & position has a larger effect on who wins a fight.

I wonder if SD still thinks people care about XP. :wink:


(Jess Alon) #18

Um. Me and my team have sat in the spawn to see if there is a way to get out. And there is. It takes communication and a nice little grenade wave. Everyone equips lobsters and the soldiers throw flash bangs and you’re out of there. As little as 3-4 human players can break out of that spawn trap.

If I had recording technology I’d make you guys a video because seriously there’s no excuse to stay stuck in that spawn besides being terrible at the game.


(sparky) #19

Isn’t it funny that the bot-vehicle that is being escort is actually a door opener and yet instead of using it to open the gate, we are planting a bomb that keeps getting defused. Lol. obviously it’s just a game but still, just saying.


(Darksider) #20

9 times out of 10, Security gets spawned camp on CC due to people either not understanding their roles or they are just running around like chickens with their heads cut off to the point the Resistance set up shop literally outside their exits having a party.

But I do think over all the first objective is just way too close to the Spawn exits for Security, just really makes it easy for Resistance to defend nicely though, and A third flank route would be great to keep the Resistance on their toes - again most of them are chill-laxing at the front gate popping off securities like flies, lol.