Founders tower: A small opinion


(Duraigo) #1

I think founders tower is an ok map for the most part. But is just me or is the first part of tower part of the map nothing more than a frag fest. I know grenades should be used to help a team achieve a goal, but on that part it’s overkill. The resistance team can’t guard the door with all the flash, molotovs, stickies, and frag grenades coming at them. I even think more tactical players will just resort to spamming that room. Again this is just my opinion of this part, but i find the rest of the map ok.


(wolfnemesis75) #2

This map is very hard for Security on the first Hack. Resistance has all the advantages. Even with the trick jump Security takes from their spawn to the side of the Hack Location. :slight_smile:


(Duraigo) #3

This is true. Ive played quite a few rounds where our team could hold the founders room for a whole 15 minutes. Most fun i’d ever had going up to that small ledge that over looks the founder room and killing everyone up there with a moss.


(FireWorks) #4

There are always more entry points to certain area. If you are talking about the engineering objective, the security can enter the room on a route on the far left, leading to a higher vantage point in the room.

l2p and be creative :slight_smile:


(Kurushi) #5

[QUOTE=FireWorks;368958]There are always more entry points to certain area. If you are talking about the engineering objective, the security can enter the room on a route on the far left, leading to a higher vantage point in the room.

l2p and be creative :)[/QUOTE]

I think he means the 2nd bomb objective, after you go up the lift (after the first bomb objective)

I personally haven’t played against competent teams on this section (2nd bomb). Covering the vent and door side cubicle is a must, even if you are backed up to the wall and under immense pressure, you can just scrape by.

I think this objective is made to be passed fairly fast and there’s still quite a lot of map left even that far in.

The engineering objective can be very hard against a good team but has made up some of the more exciting shootouts for me. Lots of cover but very dangerous to be in :smiley:


(QUIK420) #6

Really I was a bit disappointing in the two maps. I was thinking that the tower was going to be defensive for the security and labs defense for resistance. However, the opposite is true. Now the reason I was disappointed is because one can arguably say that pre DLC the resistence had the advantage in more defensive maps then security did (reactor if you pass the first objective you pretty much win). I was hoping that the DLC maps would give the security another defensive map that they would have the upper hand on.

Now if we just look at the brass tacks of both maps we can see that the resistance has an easier set of objectives to defend.

Labs: 3 objectives
FT: 5 objectives

Lab objectives: 1. Plant on one of two doors 2. repair objective 3. deliver sample
FT: 1. hack 2. plant HE charge 3. plant HE charge 4. repair 5 . deliver bomb

Some of the easiest objectives to defend are hack objectives because they take a while to load up and can be defused. Labs has no hack objectives.

HE objectives can be easy to accomplish because they are relatively short (35 secs) but this is compounded when you have two places to place an HE charge. In the case of labs you have two places to plant while FT you have only one. What this means is that it is easier to defend one plant spot because your entire team can bunker down instead of being split in two.

Repair objectives aren’t that bad but do suck because the progress cant be reversed. However, the difference in the repair objectives for each level is that in FT there are only two ways to get into the room where you have to repair and that room is very easy to defend. In labs the resistance can literally come from ANY door (6 altogether because the resistance can run around the long way and come out the same exact door you spawn at).

And as for delivery of the object that’s the easiest part of any level for offense but the difference is that in labs you have 2 objectives before the delivery while in FT you have 4 before the delivery.

Now to break the levels down even more lets once again look at the objectives. FT the first objective is very easy to defend because there is a building that can be hunkered down in. Yes there are multiple routes to the AREA of the building but only 2 routes into the objective. In labs you have 3 ways into the main room but security doesn’t have a nice building to set up defenses in. So that means that there are 3 routes directly to the objective. Not only that but there are TWO places to plant on that cannot be easily watched versus a hack objective.

All in all it just seems to me that FT is way easier to defend then Labs and is kinda unbalanced especially since security gets the short end of the stick on the regular levels.

Now this is not to say that its impossible to win defense on labs I have done it many times but that usually happens when im playing with friends. If im playing in a full game of pubbers its usually a lot harder to defend then FT is with pubbers.


(C0lon) #7

My big complaint with most of the maps in Brink is that the offense has to run for 20 seconds to get to an obj right by the defender’s spawn. Over, and over, and over again. Lots of full holds happen after the first 2/3 of the map are done and then the momentum comes crashing to a halt. Cappable SW maps are more fun that 30 min obj play.