I’ve read a lot of complaints about really bad chokes, but I haven’t really encountered any too terrible. I’m interested to see what others’ opinions about these are.
Post screenshots of your least favorite choke points!
I personally don’t have any I don’t like. Chokepoints help to create fun gameplay and allow the defending team to actually defend
^^This^^
They also force co-op and innovation in the other team, by making side objectives like alternative routes meaningful - this in turn forces a good character mix and brings Ops and Soldiers into play as more than just sneakers and buffers. I’ll admit that new, more balanced maps are required, though.
Annoys me when the bot reaches the Resi spawn on Container City and has to travel that tunnel to the other side. Far too close to the enemy spawn for my liking.
Agreed. The map balance is way off and overly-favours defenders. Neutral, mutual objective maps are needed urgently. I hope that SD having picked up on this is a fair assumption - whilst they post rarely, one hopes that they read posts here often.
You can use the bot as a shield as you walk in through the tunnel. You can also go around via the side door near the crane, climb up on the landing and shoot down at enemy trying to set up turrets and defend the tunnel. Works like a charm.
DOUBLE STANDARD RIGHT THAR !!! :stroggbanana:
people complain about the spawn-trap on Container City although it s right at Security s doorstep and so their way after respawn is pretty short
but now, when it s the other way around and Security is at Resistance s doorstep, then all of a sudden it s a huge advantage for the Resistance team…
how does this make any sense???
Yeah that tunnel area isn’t bad for the Security at all, they can pin the Resistance in those little alleys outside their spawn really easily.
[QUOTE=Scip;325181]DOUBLE STANDARD RIGHT THAR !!! :stroggbanana:
people complain about the spawn-trap on Container City although it s right at Security s doorstep and so their way after respawn is pretty short
but now, when it s the other way around and Security is at Resistance s doorstep, then all of a sudden it s a huge advantage for the Resistance team…
how does this make any sense???[/QUOTE]
They’ve brought the bot with them on the boat and it’s with them at the dock, who the hell elses doorstep would it be on? The OP asked for your least favourite choke points… that one is mine.
top of the ramp at security tower when escorting - game always comes to a halt there, unless the whole resistance team pushes all at once or flanks from behind, its really hard to pass
[QUOTE=Scip;325181]DOUBLE STANDARD RIGHT THAR !!! :stroggbanana:
people complain about the spawn-trap on Container City although it s right at Security s doorstep and so their way after respawn is pretty short
but now, when it s the other way around and Security is at Resistance s doorstep, then all of a sudden it s a huge advantage for the Resistance team…
how does this make any sense???[/QUOTE]
You miss my point, which was that generally ALL the Brink maps favour the defensive side, whether it’s Resistance or Security. On Container City in particular, the Security spawn is poorly designed and easily choked, due to a limted number of routes ‘off the beach’ - the difference in respawn journey isn’t the point. Later in the game, in the tunnel chokepoint battle, the defenders have a much quicker respawn journey, as they essentially spawn in the next alley, whilst Security have further to go. At this point, due to the fact that the attackers have further to go, things tend to get tense!
Exactly, flank them and hold using cover and turrets as they have to come to the escort after you push them back. So push, dig in, push, flank, dig in, rinse repeat. That ramp push on security tower is great fun (bur depends on your teamd AND teamwork).

Yeah this one is bad considering the security spawn is pretty much at the top of the ramp. They should spawn further back opposite the comm post where the resistance spawn after they bomb the door.
My other one is Resort: the shop with the supply command post in. It seems to be becoming more common. Due to the way the windows are on it, it can be very easy to hide in there and just shoot the resi as they come out (since you can see all spawn exists from there).
Petty much
They can be frustrating but not immpossible, boggles my mind when people sit there for 10-15min and go the same exact path to the same exact place just to die and do it over again. Lol happened plenty in BFBC2 as well, there are so many other ways to get it done why try just one especially for such a long time with little progress if any.
[QUOTE=StillBatusBrad;325095]^^This^^
They also force co-op and innovation in the other team, by making side objectives like alternative routes meaningful - this in turn forces a good character mix and brings Ops and Soldiers into play as more than just sneakers and buffers. I’ll admit that new, more balanced maps are required, though.[/QUOTE]
I totally aggree with everything you said above. I was suprised that in many reviews they complained about chokepoints. Really? Forcing the action into certain areas was good game design I thought. What I’ve noticed in this game is there is always another way in, or someway around to arrive at the same destination.
I really have to wonder how much people take the time to explore Brink’s levels - I am STILL finding new routes and secret parts to the levels.
Can I post my favorite chokepoint?
I enjoy abusing the bots there after a stressful day at work.
[QUOTE=Sinner;326383]Can I post my favorite chokepoint?
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I enjoy abusing the bots there after a stressful day at work.[/QUOTE]
I abuse that one as an engineer and operative. I love throwing down caltraps there, it’s an xp farm