Spawn trap Waterloo


(INF3RN0) #21

[QUOTE=nailzor;433541]Leave as is, teams that are versed in the map will know how to play it on defense, and thus - how to break it as well.
[/QUOTE]

Pubs will not be able to deal with it to the same extent however. I like having chokes in between objs, but this one could use a small 3rd doorway exit somewhere to give defense a harder time.


(nailzor) #22

Why? Pub players could spawn tons of Field ops and spam airstrikes out the wazoo, there could be 5+ soldiers throwing concussion grenades, the amount of spam would be epic and hard to fend off.

Don’t underestimate the power of the pub players lol - they do crazy stuff to the point that maps would be played completely different anyways.


(Bangtastic) #23

Where there’s a will there’s a way.^^


(.Chris.) #24

Yeah, worked well for Battery which was a delight to play on packed public servers…


(nailzor) #25

Unfortunately there will never be a perfect map, but we can definitely assist in helping them be the best as possible. Currently there are plenty of opportunities on all of the maps, but I feel this choke point is not one of them.

Regarding Waterloo the first phase is the best, the middle(after wall blown and including PDA) is fine, and the last phase of planting is the worst.


(iwound) #26

Unfair comparison. This only lasts seconds due to the low player count and advantage of attack being so close.
to add another route would stretch the defence too much. its already high risk/tactically bad move imo
when the attack push through they are on the spawn advantage as those on defence wait to spawn again and their objective is ripe for the picking.
Success in sneaking through on your own is very rewarding when you do it. also exciting at the prospect of someone on your tail.


(.Chris.) #27

It doesn’t always last seconds, I can imagine it getting really worse when more players start to realise they can fall back when they have no chance of disarming when they are no longer in control of the forward spawn, they would be able to put up a really strong hold on that choke point, I’ve seen just a few players able to hold that spot for a short while and seen what can happen if 8 players are able to get into position. The defence always know where the defence are going to be, the attack don’t know where the defence are till they show themselves, a second exit keeps the defence on their toes more, they have to be more careful and not just camp the one exit we currently have. I think the main reason we don’t really see that many hold here is because people don’t fall back and the defence don’t spawn in waves.


(Humate) #28

:infiltrator: