Yea huh, would be cool to have both options either blow up the gate or use the bot to cut open a hole to push thru…
Container City is horribly unbalanced
Yeah lol. It opens stuff and it needs a great massive explosion, doesnt it have a cutter on it…
If you know your role and know where to be and when you will own everyone. Focusing on the objective is key. If you’re not on the objective then you’re defending people that are on the objective.
Or disrupting the enmy OR doing side objectives OR Flanking the enemy attack but ultimately defending the main objective/ helping people that are defending the main obj.
[QUOTE=Jess Alon;336307]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.[/QUOTE]
…
I beg to differ.
I’ve even single-handedly blown the door* and been spawn trapped afterwards.
* - This begins with a rush to the gate for the plant. I follow it up by camping on the path above the place where they can slide through. My focus is directed towards the Resistance who’ve just launched themselves off of the crates by the far Security exit. I always take those guys out first, then I focus on the ones who’ve come through the hole the in the gate. I kill that cluster with Nades, and I priority gib the Engineers. Do this until the bomb blows. Don’t expect help from your teammates.
I’ll tell you one thing for sure. One player can’t break the spawn camp by themselves. I’ve tried that versus full human teams [4 Security (mostly noobs) vs. 8 Resistance] . Even when I kill the mofo campers down below with nades, there’s no sustained assault b/c one player just doesn’t have the ability to push the resistance back AND get the bot up and running again.
Even flanking runs up the crate side and working my way around to clear out the sniper bridge will be thwarted. You are just one dude, and the remainder of your team can’t clear their own staircase exit(s). The enemy team just converges on the one guy who managed to exit spawn.
To make matters worse, people will actually switch teams on this map when it comes up. I once had a 6vs6 game where I was playing with a bunch of noobs but we were winning.
Container City comes up and everyone switches teams or leaves. Now I’m left with noobs and bots on my team versus a bunch of camping puss-i-e-s. I was beating them on every other map, but on Container City, I can’t get out of my spawn… please…
As little as 3-4 human players can break out of that spawn trap.
At most times, you are lucky if you have 3-4 human players coordinating their actions, let alone that it should be a requirement for getting out of your own spawn… Not a valid argument.
Can it be done? Sure. I bet 3-4 expert players can break the contain set up by 8 mediocre human players… But don’t you see the dilemma here? Why should such a wide skill discrepancy be a requirement for a balanced play experience?
I almost always play Security on CC, because I enjoy the challenge (when I’m not getting spawn raped, of course…). However, I consider this segment of the map to be broken. It needs to be fixed. Plain and simple.
its a choke point. with 2 exits which act as flash points. covered by many places with the advantage of height.
this makes this very unbalanced… lvl artist failed …
I’ve never had an issue making it past the spawn as security, but it is true that i’ve had to wade through other players trying to camp it, it’s difficult, but can be done, and once security has blown the gate, it becomes incredibly difficult to defend the antidote near the end, so it’s not unbalanced, it’s just balanced at opposite ends!
I think the problem with this map as has been mentioned a number of times is the two choke points from the Security spawn.
Basically I have learnt that the best tactic for either side is to run straight for the window at the gate and open up on anything that comes from the other side. This tactic has never failed me either as Sec or as Res. Whoever takes that window first and starts firing is usually the team who wins the first part of the map.
I think to even things out I would make two suggestions for this choke issue.
First spawn the Sec players by the command center.
Second allow Sec players to be able to climb up the containers surrounding their spawn so they can provide high cover to their team.
Basically if you abolish the two choke points by opening up the spawn to climbers it will get a lot better.
Despite all of this, it’s still the most popular map! i haven’t got trapped since week one.
IMO Shipyard is a LOT worse.
The only part of CCity that’s REEAALLY hard is getting the bot through that tunnel DIRECTLY in front of the Resistance spawn… if they cut you off there, you’re screwed.
Other than that, I seem to win there a lot more frequently than Shipyard.
[QUOTE=Super-Pangolin;336515]IMO Shipyard is a LOT worse.
The only part of CCity that’s REEAALLY hard is getting the bot through that tunnel DIRECTLY in front of the Resistance spawn… if they cut you off there, you’re screwed.
Other than that, I seem to win there a lot more frequently than Shipyard.[/QUOTE]
Shipyard. Very challenging. I agree. You have to repair the crane and you STILL have the hack part!
People just know how to push early. It’s really easy to plant early, if that fails people are just too scared of exposing themselves, it drives me mad. I’ve yet to see it imba with a good team, just **** players that don’t know how to push
[QUOTE=rumblepit;336377]its a choke point. with 2 exits which act as flash points. covered by many places with the advantage of height.
this makes this very unbalanced… lvl artist failed …[/QUOTE]
What is interesting is that there is a tower just above the Security’s spawn that would negate much of the camping that occurs below if it was accessible from the spawn. For me, it would have been ideal to have a third exit from the Security spawn that allows them to drop down to the left of the gate.
[QUOTE=wolfnemesis75;336470]i haven’t got trapped since week one.[/QUOTE]Ummm… I’m pretty sure that you have… In fact, I was partly responsible for at least one occassion when your Security team couldn’t leave spawn, and it wasn’t during the first week. Just sayin’.
Yeah this map seems fine now that players have learned that when the match starts you HAVE TO go ASAP to the first objective. If you are a light you will get there WELL before the other team. You plant while your teammates move forward to cover.
I think this is one of those maps that has become balanced as the community has learned to play it. Had some great games on it as of late.
I have a theory that the reason this happens is that the attacking team doesn’t bother to buff every teammate to the max before attacking. Generally the defending team does buff their team to the max by the time they start spawn camping so the resistance has a huge advantage.
Also the Security should get some grenade launchers to knock the Resistance on their butts and allow the rest if their team to pick them off with ease. The main reason for the spawn camping is lack of teamwork and skill. Of course running into the same buzz saw over and over is going to just be wash, rinse, repeat.
[QUOTE=pinion120;336616]
I think this is one of those maps that has become balanced as the community has learned to play it. Had some great games on it as of late.[/QUOTE]
There isn’t much about the map, that requires learning. Its moreso learning to play the game the way SplashDamage expected random players would play
And thats not happening, but I wont go into why. cough
Defending is SUPPOSED to be easier. That’s why when you beat the defending team you get a sense of …accomplishment?