So the gates on Underground (last side objective)


(Jostabeere) #1

So we all know the gates/barriers/whatever you call them, which the attackers can close to prevent the defenders from freely moving out their spawn.
This isn’t a bug report, just a discussion, but what do you think about this objective? For me it’s kinda useless to make a barrier and pushing people into coming over the pipe if you can jump over the wall on left and right with every merc in the game. I never actually seen anyone doing it besides me tho.


(3N1GM4) #2

Even if you can successfully and regularly jump over the gates, it still creates a choke point. The pipe, walls, and side room are all predictable and easily guarded against.

Not a massive advantage but just one more thorn to deal with.


(SteelMailbox) #3

I usually find it much easier to win if the barriers are closed.
It just narrows down the spots the defenders can come from to the side room and pipe.
But thing is you can jump over the barriers so that makes them a bit useless.
But mostly no one tries so all is well.


(Maverix) #4

I like this trick. I do it all the time. Gives players who can do this a slight advantage.


(Szakalot) #5

with barriers open defenders can have a defense ‘in-depth’, easily falling back behind good cover, and covering each other.

With barrier up anyone crossing to the other side is committed, there is no falling back


(bontsa) #6

As for the reasons above I think it’s good side objective. Not too strong, as you can indeed jump over it, but creates enough of an obstacle for defenders, so they either gather and push from predictable spots or jump over it in smaller pairs / groups.

What buggers me more in Underground side objectives is that have you ever seen rather balanced game where gas tunnel generator, once repaired, gets shut down again? Least I haven’t ever, only when defenders are so utterly stomping they’ve full control all the way upto the escalators. There I feel the generator could be in reverse, that Attackers destroy it with C4 / etc. in order to open the tunnel, and Defenders have to simply repair it to disable the tunnel. Just to get a little back-and-forth action going on.

But I think barrier generator room, despite being rather hard to recapture as Defender, is at least a little better. Even when you do need to a) exit the spawn in limited ways, then b) clear the opposition in the generator room, and then c) defend C4 for 40 seconds (often not enough explosives around to destroy it otherwise efficently, reason in stages a and b), there is more action going around that specific side objective than the tunnel. I wouldn’t mind testing a reversed approach to the barrier generator either though, would be interesting.


(Jostabeere) #7

It wasn’t really a question if it’s a good objective or not, it is. But more is it even supposed to be like we have it now and being bypassable or not.


(bontsa) #8

I think @Szakalot described it very well, which I tried to include in my wall-of-text response too. It’s bypassable enough, but also enough restricting and creates that commitment to the push, theres no turning back once jumped over.

Having it completely unpassable would give only 2 routes for Defenders to go through, making it pretty much gg in case Attackers rise the barricade up since you can hold those 2 chokes from places where Defenders have hard time reaching. Quite a same case if there would be only 1 or 2 spots to jump over it.


(Grave_Knight) #9

The problem with those jumps is that not everyone knows how to do them. Hell even I can only do them in theory, in practice I’m more likely to jump onto the device next to the pipe and jump over than to jump over the wall. And chances are, unless we get a practice mode, that’s how I’ll always do it. It’s hard to practice that jump when the moment you pop up three to six guys shoot you dead.


(incisiveDetour) #10

I thin controlling the control-room (ugh) is actually more valuable than the gates themselves, although like said before this create a little choke that helps the defense neatly. But the firing range from the control room is what makes this place an asset, I think, for both sides.


(kopyright) #11

[quote=“steelMailbox;107387”]I usually find it much easier to win if the barriers are closed.
It just narrows down the spots the defenders can come from to the side room and pipe.[/quote]

Sniper’s paradise indeed.


(FalC_16) #12

Today I see 1/15 players being able to jump over the barrier with ease. So that makes me wanna go for, leaving as is. The overall reason why its there is fulfilled.

As soon as vast community learns how to trick jump I think its worth to reconsider the possibility to being able to jump over. To be honest I just recently found out how to jump over it very easily. And I am something like 400 hrs already lol!

sorry for necroing the thread