It's been 2 years...


(RasteRayzeR) #1

2 years we bitch about this part of Terminal, 2 years not a single thing has changed about this ultimate choke point:

//youtu.be/HRGX2GCnWYQ

The enemy team has never seen the wall. Is it that hard to give another attacking path ?

EDIT: and yes… clamping the number of revives you can do within a given amount of time is a broken solution for this issue. It needs layout redesign, no other changes.


(Szakalot) #2

a) for this choke to happen the teams have to be imbalanced anyways, so its not like a new route would change the situation for the attackers. It would alleviate the frustration though
Same as underground choke, put 2 guys up top, hold down the two tunnel entrances, and attackers will never get closed to the capture(now destroy) objectives

b) this choke is harder to hold if you have AOE mercs clearing out close quarters.

c) definitely agree that more routes is always welcome


(RasteRayzeR) #3

[QUOTE=Szakalot;523088]a) for this choke to happen the teams have to be imbalanced anyways, so its not like a new route would change the situation for the attackers. It would alleviate the frustration though
Same as underground choke, put 2 guys up top, hold down the two tunnel entrances, and attackers will never get closed to the capture(now destroy) objectives

b) this choke is harder to hold if you have AOE mercs clearing out close quarters.

c) definitely agree that more routes is always welcome[/QUOTE]

A: you need at least two very good players or a lucky airstrike and you can get to this position, even with balanced teams. I cannot remember how many comp draft we did where the same situation would happen, even with talented players.

B and C I agree completely


(BomBaKlaK) #4

Yep, still the same main problem … maps


(Nail) #5

timeline says maps this month, Bumba, I thought you would have seen that


(Glottis-3D) #6

it does not says exactly that.
it says
“Execution mod and maps”
which can be “Execution mode, and maps for all gametypes”
but more likely this to be
“Execution mode and execution maps” hence these two are in the same line.


(Nail) #7

[QUOTE=Glottis-3D;523570]it does not says exactly that.
it says
“Execution mod and maps”
which can be “Execution mode, and maps for all gametypes”
but more likely this to be
“Execution mode and execution maps” hence these two are in the same line.[/QUOTE]

good point


(Szakalot) #8

i like to think that we didn’t hear much about SW/OBJ maps recently because they are super focused on getting the maps for execution. Super curious what this mod is going to be : )


(k0k0nat) #9

Let’s hope they are not!


(BomBaKlaK) #10

Yep execution maps … what about SW/Obj maps ?
I’m pretty sure we are going to stick with this maps to the end …


(Glottis-3D) #11

[QUOTE=BomBaKlaK;523839]Yep execution maps … what about SW/Obj maps ?
I’m pretty sure we are going to stick with this maps to the end …[/QUOTE]

then it is gonna be a very fast end.
my team refuses to play on these boring maps =(
and i cannot blame them


(BomBaKlaK) #12

[QUOTE=Glottis-3D;523842]then it is gonna be a very fast end.
my team refuses to play on these boring maps =(
and i cannot blame them[/QUOTE]

Same here ! Definitely and I stick with it as you know, MAPS SUCKS !
Absolutely small boring maps, same action over and over no strategy at all, only rush corridor based game, with boring obj design …

I really had a lot of hope for this new update, but I feel like a bowl of petunia hurting the ground at full speed …
“NO !! Not Again !”

//youtu.be/Qrv9c-udCrg

More space ! More routes ! Something exciting ! Nothing of this in any maps … some are playable like chappel, but none of the map is a good map … only boring maps …