I like the level design, and I like the way the objective plays out, but the escort part seems far too easy for security time wise. Does anyone else agree? Maybe less time or another door to hack/blow up?
Do you feel that the aquarium has a balance issue?
You mean… the escort part is to easy for the Resistance? Their the ones defending.
And no I don’t, I think it’s alright… it’s challenging as hell but alright. There are so many flanks, there should be NO excuse for losing unless your entire team just rushes one way, and yes, that’s usually what I noticed as to why Security loses all the time. I can (in my head) list of multiple different flanks, depending on where the VIP is.
Defending is fairly easy on that map unless you have a good team, the worst part is on the walkway to the top floor.
But it is fairly balanced, its not hard to flank the defenders in most positions.
Security spawn needs to be moved forward once the escort gets up past the MG nest on the ramp.
By that time, what’s the point? He’s already 90% of the way there. Not to mention unless Resistance build a mini fort with MGs and mines on the outside portion, it’s smooth sailing for Security.
That’s not what I meant at all. Almost every to I play, the security wins in the last minute. It’s interesting that most people think it’s hard. I guess I need to play it more.
Up to the bridge point, the security spawn is within good distance of the bridge ramp and command post. You have to proceed through both areas and there are plenty of open routes for flanking, etc. By the time you reach the upper level, the distance to the objective doubles in length. By moving the spawn forward, I am thinking it should be located @ the lower level command post, allowing the distance to the final objective location to be about the same as in the previous half. Even if the VIP moves in a more direct path, it is pretty far and resistance spawns right on top of it. I wouldn’t mind seeing the VIP do a few extra loops in his escort path on the upper level if the forward spawn was moved up a bit though.
It’s 50/50 for me on that map. The ramp way leading up to the MG turret is a nightmare to get past if Resistance get their act together.
Honestly, I’d say it was much more in their favour.
It’s a challenge but the map flow is so good there’s always a way around. I think people just need to coordinate a bit more instead of sat at the same choke for 10 mins. Same goes for container city offence spawn, you can get stuck there but only if your team are terrible
I think it is pretty balanced, I have played the map as Security and Resistance and have had wins and losses on both sides. Security players just need to be aggrssive and out flank the resistance players. People are just afraid to push forward and get stuck in.
As I play a fully speced Soldier with Universals I try to break up the defence as much as possible. Flashbags, molotovs, grenades, shooting, everything I have basicly to stop the defenders grouping up so we can pick them off 1 by 1. flashbangs are so underated, throw them into the defenders and then throw a molotov into them and finish them off with my SMG. Playing the light body type also helps with the distances between the Security spawn and the ramp.
IMO Light is better than medium, the extra mobility is great for getting in and out of fights and works like a charm whilst shooting at someone, you just out dodge them and SMG’s owns up close.
I feel like a lot of defense spawn times need adjustments on almost all of the maps. Too many times I get bored as defense because it’s too easy.