Dome Feedback


(davidemo89) #21

I have played it only 6 times and I love it.
My favourite map so fare. The layout is interesting, gameplay is fast. Teams can split and try to do 2 objective in the same time, so defenders will have a bad day trying to defuse all two :stuck_out_tongue:

I like the path where you need to wall jump. Not too difficult and not too easy to do.
I want to see what do you want to add as another objective :stuck_out_tongue:


(slanir) #22

I quite like it, it’s also better now in its current form than how it was when it still had capture points as its first objective.

I like the idea of stealing the battery to power up the ramp, but I don’t think it’s working out as well as it could in this iteration. But you can use the same concept to let the attackers seal of routes for the defenders among things.

I also like the space on this map, it has a nice combination of long range combat and close combat, combined with the different routes


(Sun_Sheng) #23

I just took a quick look at it from a tactical perspective this morning while waiting for Football Focus to come on :stuck_out_tongue: It only gave me a brief perspective, although i’ve played it a couple of times as well. Based on that, this is just the first objective. Short version, currently a full hold for defence.

Medic and A N Other or mounted MG can call attacks and pretty much slaughter anyone showing their face. If you take out the guy on the MG the medic has him revived instantly. If A N Other is Nader, then the option to switch between MG and nade spam when the attackers are keeping under cover is a lot of death waiting to happen.


One way to counter that would be to place a door where the red dot is in the below screenshot …or a bit further right maybe, to give better cover


that would allow the attackers to flank the MG where currently that’s not really possible as an organised defence would take the attackers down before they got close, either with an overwatch position or the MG itself

As for the overwatch, again, a medic with an aggresive Merc in this position,


or lower down on the ground to the left. That can cause big problems as essentially they are working in conjunction with the MG so any attacker hiding from one, is open to the other.

If the attack tries to focus on those two and go as far right as possible, then they will still have to face those two guys and probably the ranged MG in parts as they are limited to one exit on the right wall. One possible counter to that would be if the ramp here


was raised so that it allows the attackers access to the roof areas. Having said that, on a 6v6, a medic and a field ops working together as cover from this position

(see screenshot on next post - post limit)

should be able to hold them off. From the position in the screenshot, they can move left and right to cover both of the objectives if anyone is lucky enough to get through, and then take out anyone planting, defusing if needed. With one being a field ops they can also put down either arty or airstrikes pretty much anywhere the attackers start to get dominant either by leaning the right side to cover the MG, or by moving forward through the high wall hole that is giving roof access, to take up the position in screenshot 3. That gives a 2 - 2 - 2 V-shaped line defence with each position having revive and spam capability, and each having line of sight contact with the next that allows them to crossfire most enemy positions.

I’ll have another look later and add to thoughts then. This is just a quick look and the lads have just kicked off :slight_smile:


(Sun_Sheng) #24


Screenshot for above post showing FO and Medic position for fallback/cover defence


(INF3RN0) #25

Verdict is in from me. Most fun map in the game. No idea if it’s competitively stable, but it’s definitely a huge improvement from the last iteration. This would be a great map to implement forward spawns on.


(BomBaKlaK) #26

yep agree, but the first obj is still really weird.


(PixelTwitch) #27

I must have completely different tastes to most people around here…

Personally if I was to rate the maps in DB right now for what I enjoy it would look like…
Bridge - Bar last objective
White Chapel - Bar last objective
Underground - Bar last objective
Victoria
Trainyard - Bar middle objective
Battersea - Bar first objective
Dome

Dome to me just feels a little empty (not talking about graphically)
While if you was to imagine certain routes cut off (and they may as well be) the map would be pretty decent…

In all fairness it is a map that you can pretty much solo the first objective and I like that…
The problem I have is the transition between objective 1 and 2… We are talking 30ish seconds run on the first spawn and around 20 seconds on the later spawns. During these runs towards the objective you can be shot from almost anywhere without warning.

The size of the map also renders many Mercs abilities pretty useless (mainly the Field Ops)

Quite a few of the jump paths are actually slower then wall hopping the default path so kinda makes them redundant.
All in all I just wish it was a little more streamlined…


(BomBaKlaK) #28

Then put a 16 players server on Dome to test.
Cause I think most of the maps are to tiny, corridor based, with no real choices, work for 12 players max maximum (still to tiny feel uber spammy) but for obj mod this is just not possible at all with 16 players, maps are actually super meatgrinders except dome and whitechappel. (the last defender spawn on WC is still horrible) So it can be nice to test Dome with 16 players and I think it fits well. For comp you can make some more strategy, this is not a 100% stupid frontal fight, you can build tatics. You know this things … and this is the main point for a map.


(Sun_Sheng) #29

[QUOTE=BomBaKlaK;507795]Then put a 16 players server on Dome to test.
Cause I think most of the maps are to tiny, corridor based, with no real choices, .[/QUOTE]
Agreed. Based on the tactics I outline above, I can only see one real weak point in defence and in a clan match with comms and people playing to a tactic with defined roles, then all things being equal (balanced clans) I think the defence would still win out.

Playing it on a pub where random classes are used ‘because I like this merc!’ and there is no communication, very little teamplay, and the defence tends to be as aggressive as the attackers, then it can be as lotto as any map. That said, once it has been played over and over again, then even on a pub, once people have realised what works and what doesn’t, the only time the attackers should break through is if the sides are unbalanced


(PixelTwitch) #30

I can basically agree with that… yestaday I decided that at the start of every match I would tell the team the tactics we should use…

Played around 20 yesterday and won about 16/17.
Communication is OP bro! lol

I have to say, apart from Victoria, I do feel all the maps work well with a 5v5 team structure. apart from dome where on 5v5 just feels too big to me… feels like I am spending most my time shooting at ants on the screen >.<


(BomBaKlaK) #31

Some more cover can be a good addition in some places, and main routes are to open, but for the most part this is the 1rst map I “like” (1rst obj still not fan), with the possibilty to use the new movement system you have multiple routes, you can mix them and do your own route, and find some good position or flank the enemy team.
This is tactic dude, and DB desperately need this !

Or a big device you need to hack (with a long hack time) and protect like you can do in ETQW …