How often have you seen the EV stall 5 feet from its target on Chapel?


(SzGamer227) #1

And how often has the outcome of the game been altered because of it?

Chapel is a fun map, but this little issue has always nagged at me since I started playing this game. Numerous times in my career have I seen a steady EV escort get shafted because the EV gets stalled in the highly defensible area in front of the target. Many a suicide run has been made trying to repair the EV when it’s surrounded by defenders, and many successful repairs have resulted in a near-immediate airstrike salvo that once again stalls the EV a few feet from where it started, but only if the EV isn’t able to make it through that area in one go.

I can’t help wonder if this is a problem with the map design. Is this a common problem that people have? Is this point in the escort where the defenders have an undeniable upper hand? Do the attackers spawn too far away from the EV? Maybe the other parts of the EV escort are too easy and attackers make it to the second objective more than they should? I can really only guess.

Just making this thread to see if anyone else has these concerns, or if anyone has insights into this aspect of map balance. Cheers.


(Icecoal) #2

Yes i think so too. I always get a heartattack when I see the ev destroyed at the elevator. It’s just way too close to the defender spawn


(kopyright) #3

I feel like the defender spawn would be fine if the attacker’s was closer to the EV during the final stage like it is on Bridge.


(LifeupOmega) #4

Spawning near the Chapel Attacker-side would help the stalemate hell that is that part of the map so much.


(Dysfnal) #5

All you need to do is flank the defenders, get control of the garage, or the MG behind their spawn, and you can tear them to peices most of the time


(Dawnlazy) #6

Moving attacked spawn just 1-2 seconds closer once the EV reaches the garage would help. Other than that Chapel is the map that I have the least complaints about.