I feel like if you can wipe the attackers and take out the tunnel it’s a bit too easy to lock the attackers in spawn, far FAR easier than any other map. I think a fair bit of it has to do with the top hmg position that looks down on where they come out at the bottom and can see the hole in the wall up top.
Terminal too easy to lock down as defenders?
That is pretty true, there are so many corridors and 2nd floor turrets and windows to defend.
Every map is too easy to lockdown as defenders. The game doesn’t have the mercs in it to make it fun for attackers.
maps layout desisions are the issue, not mercs.
attackers are always in disadvantage. Highground is on def side on all maps on most objectives.
[quote=“Glottis-3D;31650”]maps layout desisions are the issue, not mercs.
attackers are always in disadvantage. Highground is on def side on all maps on most objectives. [/quote]I really think this week wouldn’t be so frustrating if they had included Phantom in the free rotation instead of any of the three they picked. Bushwacker, Vasili, and Rhino are all better suited for defense, and with the maps we have not having someone like Phantom who (I assume) can sneak behind enemy lines makes me want to rage quit.
Strange as I tend to feel that its a bit too stacked against the defenders, in any other map all side objectives tend to be in favor of the defenders, the first tunnel passage pump isn’t and the turrets and the area before the building right next to the foward spawn controller are hardly fought in, it tends to be a big fight in the courtyard where both defenders and attackers have access to a turret and foward spawn.
I think the defenders spawn should be a bit more ahead, maybe infront of the gate they need to defend at the start, but thats just me.
maps layout desisions are the issue, not mercs.
attackers are always in disadvantage. Highground is on def side on all maps on most objectives. [/quote]
I think Mercs like Phantom or RedEye with his smoke would totally change this. The problem comes with the fact, that not everyone would have access to them and we are down to the simple problem, why gated gameplay is not a good idea.
Both Redeye and Phantom were in the pool(a year ago), and they didnot change the spawnraping.
For every counter there was a counter counter. and if layout is imbalanced, ppl will always find how to benefit from it.
I find Terminal to be a hellhole if the defenders get the passage pump down and decide to defend at the exits to spawn. At least in Pub games anyway.
I played tonight and there were 3 naders spamming the road from up high, a proxy that was leaving mines on spawn exits and two sawbones making sure noone died. They eventually gave up taht tactic and went into pure spawn camping.
Trainyard seems like a very balanced map, even with half uneven teams. Hard to spawn camp aside from the first spawn and a single push can turn a domination into a succesful plant of C4.