@KangaJoo said:
@hawkeyeguy99 said:
Haven’t gotten into a match on Dockyard yet, but from what I’ve heard I imagine I will be disappointed. Dome is my personal favorite map because of the amount of secondary objectives that actually affect the outcome of the match slightly and because of the amount of trickjumps. I hate the closed off maps with little to no trick jumps that are useful cough cough Chapel cough cough
I really do not understand the big deal about Chapel, it’s my least favorite map by far.
No useful trick jumps? Stairs to bridge mg, the little cubby to the ammo, idr if you can still jump onto the side objective mg without repairing it but you could before, double wall jump to the catwalk from attacking and defending sides, wall jump into defender’s spawn on last objective and probably a bunch more I’m forgetting as well as the ones that got removed like the ones used for getting into the attacker’s spawn on the first objective.
There are some, but many of them give little advantage or simply for traveling a little faster. There’s too many invisible walls or actual walls blocking off what would otherwise be good paths/spots. It feels very CoD-like to be honest. I’ve always imagined DB to be more of an open-ended shooter where you’re given a map with boundaries and you can make it into your playground.
Many of Dockyard’s vertical aspects are blocked off as well as simple objects like the scaffolding right after the EV turns the first corner. That alone could be a useful spot for a turret, a different angle for defenders, or maybe allow attackers to reach it as well by long jumping from a hole in the wall across the street, giving them a sniping spot to counter the difficult bridge chokepoint?
Try jumping around the map and you’ll see what I mean. Much of what should be functional, isn’t. The map feels boring in this aspect, rather than exciting and refreshing. I feel like I’m playing Call of Duty Black Ops 2 or something.