Quick Contanier City solution


(.Chris.) #21

For stopwatch play the maps should be biased towards attack. If not you get double full holds which are pretty common at the moment in Brink but not always attributed to the map design.

The whole point of stopwatch is to set a fast time and for the other team to try and beat that time.

For public play maps shouldn’t favor any one side in my opinion. This would give an equal chance for either team to win which would be the team playing better not the one who happened to pick a team the map favors.


(crazyfoolish) #22

I think that the only part of container city that favors resistance is the start. I have never lost an attacking game where we get past the gate.


(tokamak) #23

Nope from there it’s smooth sailing, bit too smooth even. It’s important not to judge all phases on just the start.


(wolfnemesis75) #24

[QUOTE=DazTroyer;319817]It’s a good simple solution to the problem and should be easy to implement you would of thought. However its not hard to get out of the spawn in the first place. You just need 1 or 2 soldier and the rest of your team to storm the gate, cover the gap and the guy planting.

Also how are players getting way high above the gate in the Windows?[/QUOTE]

Parkour up above to the platform where the side door is. :slight_smile:


(tokamak) #25

The lack of knowledge about this particular space is such a weakness for attackers. Especially frustrating if you’re a heavy who does know about it.


(sh4d3Z) #26

I think the spawn points need to be closer to the command post - as mentioned earlier - and I like your idea about having another route to go. As it stands now, unless you get the gate blown within the first few minutes… you’re going to have a hell of a time trying to once the defenders get established. I’ve joined a few Container City games in progress, and the gate was still intact with a few minutes left to get it done every time. Versus bots it’s pretty easy being the hacked door is virtually never guarded… but humans are typically smart enough to keep an eye on that.


(A.i) #27

Just played it today… even a light soldier couldn’t plant the charge fast enough

http://img153.imageshack.us/img153/1071/2011052200002.jpg

This makes container city end without any fun even on the resistance side


(Bakercompany) #28

[QUOTE=INF3RN0;319830]Here’s a better idea. Add an alternative route that allows the resistance to climb into the upper levels of the boxes directly in front of their spawn. This way they don’t all get funneled up through those 2 height disadvantaged entree ways and are able to do some counter-camping maneuvers.

[/QUOTE]

I actually think a combination of the two would be brilliant. Leaving the left most area as the worst route, or that could have its line of sight blocked by a container on a crane or something.

Either way its way to easy to punish Security as they come out as it is now. Both of these ideas are brilliant, I vote combine the two!


(Cankor) #29

The issue with Inferno’s idea is that once the bomb is planted it’s way to easy to defend it, it would be pretty much impossible to defuse. That said, so long as it’s still hard to plant and they can’t get it easily on the first try every time…

It should start hard and become progressivly easier to get the plant, so spawntimer sounds like a good way to do it.


(wolfnemesis75) #30

Do you know the short cut near the crane? After the crane has been fixed? :slight_smile:


(INF3RN0) #31

[QUOTE=Cankor;320025]The issue with Inferno’s idea is that once the bomb is planted it’s way to easy to defend it, it would be pretty much impossible to defuse. That said, so long as it’s still hard to plant and they can’t get it easily on the first try every time…

It should start hard and become progressivly easier to get the plant, so spawntimer sounds like a good way to do it.[/QUOTE]

I agree with that. Basically that whole objective is #1 hard to plant initially, and #2 hard to diffuse afterwords. I still think there should be more routes to the objective, but maybe something less direct than what I came up with.


(DarkangelUK) #32

The way I see it, Resistance have too many vantage points for covering the Security spawn exits… 2 exits and getting hit from 4 points. They have full view of the courtyard and plenty cover to help them. Removing the top and side ramp would help even just a little (top 2 screenshots).


(BomBaKlaK) #33

We really need something !!

please SD check some points on the objectives !! lot of map are so hard for attackers !! :confused:

  • Reactor is quite unhackable ! :confused: I saw the second part of the map online maybe 2 time on 150h of gameplay … and open the uper door is also very difficult.

  • Container City rename in = Spawncamping city !! :confused: (spawn time for defence are really to short on the 1rst objective)

  • major part of the obj are really hard cause with the ability “rapid diffuse” make hacking system really not effective. sometimes it’s the same on some objective with the bomb, I really think need to make the diffuse harder.

  • And major part of the maps have really short respawn times make the attack so difficult.
    make some boring plays … repawn / Spawncamping headshot / respawn / spawncamping grenade / respawn / big gmpmg in the face / respawn etc …

I speak with a lot of clans and we are all agree to say : "amazing pc game console’d (yes it is !) with totaly unbalanced maps and respawn times ! (99% says the same !)
SD always say : “Balance is one of our big point !” and here it is ! totaly unbalance ! need to make a big effort on this I think cause lot of people are already boring to get powned during 30 min for the joy of the other team …

If you want some players on your game I really think you have to do something !
lot of my friends are already bored … and wait for the patch with no big hopes (as they say, hope not !)

ps : if in the patch we can have some alpha / size cvars to reduce the names, and big whites icons 'like medic stuff when someone is down ! SO BIG SO FAT !
can be a really cool option to !


(mrsims31) #34

[QUOTE=Cankor;320025]The issue with Inferno’s idea is that once the bomb is planted it’s way to easy to defend it, it would be pretty much impossible to defuse. That said, so long as it’s still hard to plant and they can’t get it easily on the first try every time…

It should start hard and become progressivly easier to get the plant, so spawntimer sounds like a good way to do it.[/QUOTE]

The way I see it, the first objectives for any map should be easy for the attacking side and then get progressively harder. The gate should be easy to blow up IMO.


(dommafia) #35

The easiest solution would be 30 second spawn time for first 2 objectives for the resistance. This will make cutting down their numbers more valuable and have a bigger impact as reinforcements wont just be right back in there after being killed. The timer can go back down to 20 after the first 2 objectives.

Btw doesn anyone remember that demo video that PAUL “locki” made showing a flanking path much like inferno is illustrating. I’ve been looking all over for that video and I cant find it. It’s like from 2009 :\


(Butcher Rabbit) #36

Container City, oh how I love and hate thee.

It is easy to spawn camp the security at the very start of the match. That first area is so unbelievably Resistance favored that it’s a joke. I’ve seen it camped with one guy in the container windows, one on the right ledge (from security standpoint) and everyone else rushing under the door. The problem, as I see it, is that Resistance has 4 avenues of attack that Security can’t stop them from setting up in/on. The Resistance gets a lot of cover, and the Security get none (unless someone grabs the bot, but that thing is SLOW).

Possible Fixes:

Resistance Spawn Time Increase
Good in theory, but I played on a map today that had 30 second Resistance spawn times. Not sure how it was on Security, but it did get Security past the gate. And then they spawn camped the Resistance. For the rest of the match. That Resistance spawn is a pain to get out of if the Security gets set up and starts nade spamming. So, IMO, Spawn Timer Adjusts are out.

Alter Map at Security Spawn
This seems like it would be a pain to implement. It’s not just resetting a couple numbers, but actually redesigning a portion of the map which takes a long time to do. The modeling takes time, then textures, lighting, body type testing, etc. However, it does seem like probably the best idea. The Resistance gets to keep all their gate positions, meaning more people can be attacking Security (which is fun) and Security can also utilize the same tactics from the other side of the field, meaning more Security gets to shoot people. And, i like positions on maps where it takes longer for you to run to where your shooting than it does to get in position.

In conclusion, Contained City (intentional) is nothing easy to fix or balance at the first security objective. Beyond that point the game seems to flow and be happy for everyone. Personally, I’d like to see Security spawn slightly redesigned.


(tokamak) #37

[QUOTE=DarkangelUK;320091]

The way I see it, Resistance have too many vantage points for covering the Security spawn exits… 2 exits and getting hit from 4 points. They have full view of the courtyard and plenty cover to help them. Removing the top and side ramp would help even just a little (top 2 screenshots).[/QUOTE]

And some of those points have incredible cover as well. As a heavy you have no idea where you’re going to be fired from while they can see you coming from miles away. It’s a fun premise but right now you’re just without a chance.

(I also think the white outline of the gate is REALLY annoying. It doesn’t add anything and it really obscures quite a lot of vision, it somehow ruins my focus)


(Overgear) #38

I agree with all thats said here. It needs to be harder for the Resistence to camp from behind loads of cover and then spam grenades down the stairs. The map makes sense for story but for gameplay its just ass when you cant get up the steps.
I’d love to see less cover on the sniping balcony too. High risk/reward sort of area.


(tokamak) #39

I’d love to see less cover on the sniping balcony too. High risk/reward sort of area

The cover is okay, but the area should be useful for both sides, making it a highly contested location. There should be viewpoints to the other side and it should be slightly easier to reach.


(felismenari) #40

[QUOTE=INF3RN0;319830]Here’s a better idea. Add an alternative route that allows the resistance to climb into the upper levels of the boxes directly in front of their spawn. This way they don’t all get funneled up through those 2 height disadvantaged entree ways and are able to do some counter-camping maneuvers.

[/QUOTE]

Looks like a good modification to that area of the map. I imagine it’s a much needed one too, but I can’t say for certain. Haven’t played much online thus far.