Destroyable secondary objectives (barriers, gates, doors etc.)


(twidAJ) #1

Now that a few cups have been played and teams have been trying to find the most effective ways to complete map objectives, I feel like the destroyable secondary objectives are in need of adjustment. Currently all the secondary objectives that can be destroyed with C4 explosives take 50 seconds to explode. However with an effective merc combination a team can destroy the construction box within one spawn, which often makes it a lot more effective to destroy the barrier using grenades, mines and other explosives. Obviously some secondary objectives are less important and teams can afford to wait the 50 seconds without having to spend their resources to destroy it.

Destroying the objectives with non-C4 explosives is not only faster, but can be done from further distance without having to fight the defenders in close quarters. Bridge is a very good example as the room with barrier construction box is very easy to defend as the defenders have higher ground, better cover and an ammo cabinet at their disposal. Another thing favoring this method is that you can damage the objective down to few percents and then wait to instantly destroy it at the right moment. Defenders can’t really do anything against it as the objectives aren’t repairable before they are fully destroyed and they don’t gain more “health” over time.

This could be fixed in multiple ways including adding the objectives more “health” or moving them to better covered locations, but finding the balance to make both methods to destroy the objectives as viable is difficult. My suggestion would be to reduce the time of C4 timer for secondary objectives from 50s to 30s, which would make defending those plants easier and nearly as fast as destroying them with non-C4 explosives. Shorter plant times would also make the games more intense as the defenders would have the possibility of retaking the objective area and getting the defuse.


(Mustang) #2

Generators are pointless at the moment.


(Rémy Cabresin) #3

This please


(Szakalot) #4

Gives us different types of secondaries:

  • destroyable generators + 30sec C4 (smaller C4?)
  • non-destroyable secondaries that can only be blown up by 50sec C4

Overall, I’m really missing variety in blow-up objectives, they are all very open arenas with a very broad planting zone. Id love to see spiced up objectives -> see W:ET.


(ZGToRRent) #5

+1 to Szakalot, Generators are smaller than most of primary objectives (carriage :D) so it’s nothing wrong to make another model for c4 with smaller counter.


(acQu) #6

+1. More secondary objectives. There maybe a difference in comp, but pub definitely needs them.


(Violator) #7

50s is way too long, especially considering it can be rebuilt in about 3 by an engineer. I would reduce to 30 (over one spawn wave length at least) and add the following:
Shootable / non-shootable variants.
Insta-destroyable but harder to rebuild variants (e.g. the satchel-charge steps on Battery in ET). The right hand gate in the Trainyard second objective would be a good example of this as its pretty useless right now.