Should Underground's ceilings be more open?


(handyHeirloom) #1

Underground is easily the map with the least open sky. This makes airstrikes and other air abilities such as Kira’s orbital laser have very few locations to move compared to the bigger maps.


(RyePanda) #2

It’s fine IMO because the places that you can use air based attacks are crucial, like the roof of the first objective, the hallway between escalators, and the final objective. Though the artillery can’t hit these sometimes but I think that’s a problem with the artillery.


(XavienX) #3

There’s a reason why the map is called Underground. -.-


(RedJets) #4

The map is called Underground, it’s meant to be like this. I actually like this mainly due to the fact that it doesn’t have much airstrikes/orbital strikes/artillery etc, which when spammed is frustrating. Actually if anything they should remove the open ceilings, but at the moment it’s at the right balance.


(AirborneAsian) #5

The Underground design is not designed for airstrikes, blah blah etc. It’s an enclosed area (meaning the walls), so there is no reason to put it here. And like everyone said, it’s called ‘Underground’ for a reason.


(handyHeirloom) #6

Yet it has crucial gaps at important locations like the roof above the pump controls. This is pretty much the only spot a kira will every use her Orbital strike atm. I’m suggesting more gaps like this, say at the north and south door controls, and in the barricade raiser room, which would take careful positioning from the window to engage, as you need to stand there for 3 seconds wide open.


(Lispy) #7

It seems like underground is meant to limit the ability of the fire supports which I like a lot. But there are open areas for you to use the abilities the problem is Arty’s ability can’t break through glass and I don’t think Kira’s can either.


(KattiValk) #8

The places where you can use the abilities should actually allow you to use them; half the time your call in gets stuck on glass. The amount of areas you can call stuff in is more than enough, but it’s way too gimmicky at the moment.


(Packiej) #9

Underground is perfect, we dont need a change


(Albernano) #10

The charm of underground its precisely that, an underground map, even if some mercenaries get their ability dissabled because the map estructure, its not a big deal.

At this point I think that only Kira and Arty have a problem whit their ability becuase Skyhammer can still use his grenades.

If you see the map all the main objectives have an open point over it or the zone over it so it’s not a really big problem.


(MTLMortis) #11

Maps do not have to be completely balanced around every single merc. That’s why you have loadouts and can change them each round.


(buffRidge) #12

Underground has been my favourite map from the start. At this point I am over 300hrs in and only started to notice the issues when I got Kira a couple weeks ago.

Even though the map is called underground, if you look upwards you can see the ceilings are open. There are 3 major spots that are exposed by the ceiling windows: 1st plant (quite a large area there). between escalators. final plant.

I am happy with those spots and the coverage exposed by the windows. The BIG problem is the finnicky targetting, trying to find that 1 pixel where you can call in the laser, even though the area you are targetting is under an open ceiling.

I used to think I was trying to target areas that were blocked by ceilings, until I realised that if I find that magic 1 pixel area to call the laser, I can actually guide it over entire areas that the game wouldn’t let me target!!

1st plant is a bit more lenient and I’ve learnt a small area where I can initiate the laser as a defender, still takes a second or two to find it sometimes though.

Between escalators is ridiculous, the laser has coverage of a large area there, but only a couple pixels where you can actually call it in. I’ve actually died quite a few times there trying to find that pixel (sometimes when I can see an easy multikill opportunity I get greedy and can’t resist trying to find the pixel to call in the laser, this obviously leads to some needless deaths even though I know better)

Final plant area is actually what I see as working as intended, targeting works anywhere on the platform or even slightly behind and to the sides, no pixel hunting there.

So I hope this gets fixed eventually. If you can direct the laser to a specific location, you should be able to use that same location to cast the initial call in.


(TurtleNeckSweaters) #13

[quote=“buffRidge;64394”]Underground has been my favourite map from the start. At this point I am over 300hrs in and only started to notice the issues when I got Kira a couple weeks ago.

Even though the map is called underground, if you look upwards you can see the ceilings are open. There are 3 major spots that are exposed by the ceiling windows: 1st plant (quite a large area there). between escalators. final plant.

I am happy with those spots and the coverage exposed by the windows. The BIG problem is the finnicky targetting, trying to find that 1 pixel where you can call in the laser, even though the area you are targetting is under an open ceiling.

I used to think I was trying to target areas that were blocked by ceilings, until I realised that if I find that magic 1 pixel area to call the laser, I can actually guide it over entire areas that the game wouldn’t let me target!!

1st plant is a bit more lenient and I’ve learnt a small area where I can initiate the laser as a defender, still takes a second or two to find it sometimes though.

Between escalators is ridiculous, the laser has coverage of a large area there, but only a couple pixels where you can actually call it in. I’ve actually died quite a few times there trying to find that pixel (sometimes when I can see an easy multikill opportunity I get greedy and can’t resist trying to find the pixel to call in the laser, this obviously leads to some needless deaths even though I know better)

Final plant area is actually what I see as working as intended, targeting works anywhere on the platform or even slightly behind and to the sides, no pixel hunting there.

So I hope this gets fixed eventually. If you can direct the laser to a specific location, you should be able to use that same location to cast the initial call in.[/quote]

moments like that where I try to find that ‘magic pixel’ are ALWAYS where I die as Arty or Kira it’s not always underground too! its killed me many times!


(bontsa) #14

For the heck of it I can’t remember whose initial thought it was, but many people have been throwing around an idea of coloring the whole ground in red/green hue when Kira / Arty equip their respective designators. Don’t know if that would lower the skill ceiling too radically or be too distinct to be viable option, but would definitely fix the issue of pixel hunt. Maybe going mid-way and having floor area sized X time Y around the designator’s beam show individual spot’s as green or red whenever they can be striked or not?


(Samniss_Arandeen) #15

How does conveying much-needed information lower a skill ceiling?


(Boebly) #16

How does conveying much-needed information lower a skill ceiling?

I guess it counts as map knowledge, but it’s not exactly a fun or satisfying thing to know or not. It’s just annoying


(AirborneVolley) #17

In my opinion it is perfectly fine, the few, both main objectives have an open ceiling and that’s the most important of all. Feels good to not be focused on incoming airstrikes for one round, because they can be bloody annoying at times.


(illogicalBaguette) #18

Like the map wasn’t claustrophobic enough for proxys mines, stokers molotov, naders grenade launcher and the such weapons to be effective. add to that more threat from siege type weapons would make the map unbearable. it gives you some comfort to know that your mostly safe from those weapons in that map.


(gg2ez) #19

@Faraleth @Amerika @Ardez

There’s always room in necro town.