I’d love that but look at how many people hate Dome because it’s too big…[/quote]
Dome was hated because it was heavily defense favored in the first and third sections. You can basically surround the objective instead of camp it, which causes most offensive abilities to become useless in pushing, with no replacements to fix the issue. Even Javelin can’t fix this issue, it’s that strong.
Dome being too big wasn’t the issue, unless your computer is absolute garbage.
The second objective was too hard to defend, and basically is extra time for the attackers, because that the two objectives are nowhere near each other like they are in Terminal, and it’s impossible to get a line of sight on both objectives at the same time.
Of course, Execution was able to work just fine with these restrictions because that there’s only one bomb, and if it was defused the attackers lose the game. A possible change to the pylons could be that the attackers have to carry an expensive and specialized IED to the pylons, combining delivery and destruction objectives into one neat little package. This would enable defenders to severely disturb the attackers’ progress when they do defuse the bomb.
Of course, before that happens the ability to surround both objectives should be much less easy.
Yes, yes it is. Well, it’s not BLR Halodeck bad, but it’s far from good and balanced.[/quote]
Let’s see… you could surround the objective, but the surrounding range is so small you might as well be on top of it, and the map is CQ and therefore perfect for Fraggers to destroy anything that is either camping a corner or squatting behind the objective in order to avoid damage. The only problem with the first objective is the middle way, but that’s what the two other paths are for, to flank enemies.
The generator could be swarmed and camped if the attackers are quick enough, or destroyed with plain old bullets and grenades.
The final push before the drug samples contains a flank route that would force defenders to either check their backs or engage enemies downstairs while ignoring the objective.
The only real problem I have with this map is the drug sample delivery section. It’s difficult to recover the drugs once they have them, and it’s difficult to actually get them in the first place. How difficult? Well, you definitely don’t move faster when trying to get those samples back, and therefore defenders really shouldn’t easily have their defenses broken.
No, we should definitly have a free Objective Specialist.[/quote]
That’s what Skyhammer was for. He’s the free offensive merc, and Aura is the free defensive merc and the free medic. Objective specialist classes are far from the high learning curve characters that Skyhammer and Aura were, since their job is to plant and defuse while running straight into enemy fire.
[quote=“ThaiSan;206137”]I personally would change the maps a bit so you have more interaction with them other then “open/close this door” “activate the forklift” and stuff. Maybe even be able to enable stage hazards which make a route still usable but with high risk and not shut it down completly like the gas. Also secondary objective should have a little more impact.
Yes I’m aware that on some maps the secondary objectives can win/lose the match (I’m looking at you Terminal) but that’s also just “use that route or not” which is a little meh.
For example blow up a building so you destroy a viable defense spot permanently and open up another path. Also not have the maps as linear as they are right now. Dome was a good start with two seperate ways to get to where you want to be and even one stage with more then one primary objective at a time. But that can be done even better.
What I miss the most in Dirty Bomb are TF2 like 45min-1h CTF matches in which you develop a good defensive line and have to hold it while having to break through their defenses at the same time.
And close to this topic: I love the engineer class from TF2 since you are all about building something up that helps your team in the long run. It doesn’t take the best aiming in the world or sick trickjumps across the map, but forces you to see the map in a different way:
Where would be a good place to build something up?
Can I hold that position?
Will it be beneficial for my team?
And this more relaxed, strategic and long run oriented kind of play is what’s missing for me. I’m not sure if it would even suit Dirty Bomb but right now you either defend and lock places down or you are forced to push, no matter what. As a TF2 engi you are able to build a little base within the enemy territory so the respawn has a shorter way back to the frontline. But because you spent time building it up you were playing your own little defense mission as a part of the attacker team which made for an awesome game dynamic. Things like that are what I love about that game and what makes me come back even after years and even with it’s inferior gunplay.
No idea if any of these things would fit DB and be a good idea to implement. Maybe most of the DB community hates it but they are things I personally like. ^^[/quote]
Yes, there’s the high learning curve for almost every class in TF2, which is the reason why it lasted so long. Yes, I think that turrets and other defenses should be more meaningful as a defense instead of being a body to slow down enemies.
Gallery is one of the largest Execution maps and isn’t terrible. People did complain about the fact that it’s too big but it doesn’t change the quality of the map, since it still sees a ton of play alongside the other maps.