Opinion : Maps to fix (and maps not to change!)


(Your worst knifemare.) #21

Chapels still very defender sided.


(Boory Marks) #22

I feel Vault is a solid map but its first objective needs reworking. The first objective feels hard to attack and easy to defend, as the routes feel pretty limiting for the attackers. Also, the mg is more accessible to defenders and can be easier sustained with a turtle shield.

Chapel is nice but I agree it’s defender biased. I’m not sure what exactly about it is hard to attack, though. It may be the narrow lane on the attackers left in the first objective or maybe it’s just hard to push the restaurant with the ammo crate. I do like how nice the map is (especially the last obj) for Kira, though.


(Guziol) #23

@STARRYSOCK said:

@Guziol said:
Chapel should be outright removed.

Honestly Chapel without Arty or any sniper can actually be really fun, at least to me.

Not sure why everyone hates Chapel so much.

For me it’s the fact that it’s just a gloryfied corridor full of snipers and explosives. 0 meaningful alternative routes, no useful side objectives and absolutely atrocious last objective.


(Begin2018) #24

@znuund: Yes I reinstalled it to try Castle on 8v8 servers. Save the game? No, but to make it interesting again for me and my friends yes. Anyway, this is out of subject.

@BooryDarthNader: In my opinion Vault isn’t very hard to attack if most of your team push on the bridge.


(Ptiloui) #25

@BooryDarthNader said:
I feel Vault is a solid map but its first objective needs reworking. The first objective feels hard to attack and easy to defend, as the routes feel pretty limiting for the attackers. Also, the mg is more accessible to defenders and can be easier sustained with a turtle shield.

The last changes on Vault make the mg/bridge route easier for attackers : the generator is behind cover and cannot be destroyed with airstrikes/artillery/laser. And the mg nest is now on a balcony on which you can land airstrikes and cie. The mg offers a great advantage for who control it.

Speaking of Terminal, i would be happy if they remove the gas tunnel and rework the exit from the same building. This exit is a stupid choke point. Defenders can lock enemy here with only 2 people, leaving only one last route for attackers.
As for the gas tunnel, it’s the only secondary objective in the whole game that favors defenders. When the match start, attackers have 2 routes : gas tunnel or main street. If they ever lose the gas tunnel, they’re stuck with only one way to go, meaning spawnkill most of the time. So, as attackers, you MUST defend the tunnel, being totally the opposite of a secondary objective.
The other solution would be to add another route, so if you lose the tunnel, you’re not stuck with only one path.
The rest is okay for me.

As for Castle, i think it has two parts. The very first objective clearly favors defenders for me, but after some point on the EV route (in general, if the EV reach the moat entrance, the match favors attackers. Especially on the last objective. Once the C4 is planted (and i’m not talking about a ninja plant), it’s barely impossible for defenders to defuse and they even can be locked in the spawn area.


(Press E) #26

@Guziol said:

@STARRYSOCK said:

@Guziol said:
Chapel should be outright removed.

Honestly Chapel without Arty or any sniper can actually be really fun, at least to me.

Not sure why everyone hates Chapel so much.

For me it’s the fact that it’s just a gloryfied corridor full of snipers and explosives. 0 meaningful alternative routes, no useful side objectives and absolutely atrocious last objective.

yeah, it’s horrible with snipers. But then again, snipers make most matches far less enjoyable.
That’s why I said without snipers, it can be a lot of fun. For me, arty is the only bad explosive spammer really. Everyone else is either way easier to avoid, or has a larger cooldown.


(Begin2018) #27

@STARRYSOCK: Then without snipers, Javelin and Fantom to be complete ^^


(Artyrim) #28

I hate Terminal&Underground but all maps are fine to be played. Most of time it seems hard to do something because the enemies are just too good for your team.
Dockyard is almost perfect,just for last objective is a little hard if you solo or you don’t have Boom Boom mercs in your team
Castle yeah the last objective is hard to defuse for this reason all team must kill all attackers first instead of jumping for a “kamikaze” defuse. But it really needs to change a little for defenders

There is not a impossible map for a good team with good mercs

(POV of A Proxy with almost 250h that run for kills instead of doing objective and is cursed by both teammates&enemies)


(LifeupOmega) #29

Lol UG isn’t fine, good luck getting out of first if they know how to take roof/balc, it just never seems bad in pubs cause the average aura player can’t find their way to the roof in the first place.


(Begin2018) #30

It’s one of the most played map.


(Mc1412013) #31

Personaly i hate change to things 95% of the time. I also hate when things end as well


(LifeupOmega) #32

@Begin2018 said:
It’s one of the most played map.

Yeah and so is Chapel, doesn’t mean its perfect and doesn’t need tweaks. Congrats on making such a moot point.


(JonBongNoJovi) #33

Have always thought Bridge would make more sense and play better in reverse , Attacker steal (?) , load onto EV and then transport back under the main bridge for safety,


(Begin2018) #34

@LifeupOmega said:

@Begin2018 said:
It’s one of the most played map.

Yeah and so is Chapel, doesn’t mean its perfect and doesn’t need tweaks. Congrats on making such a moot point.
Maps will never be perfects. If Underground and Chapel are the most played, it’s just a waste of time to change them (and risky) instead of making new maps or fix less played maps (but NOT Terminal! :p).