Underground first objective.


(PixelTwitch) #1

First off let me say I am really liking the changes to the layout and how things feel to work on the map. Obviously I still feel a few things could be tweaked and the collision could be cleaned up a bit but for the most part I feel you have the layout working quite well…

The problem is the system around activating the first objective.
Having a capture point that small in the middle makes it really hard to capture the objective due to the hole in the roof and basically the whole shooting gallary feel.
However, if you had the capture point the whole side it just turns out people standing behind the counter and shelves shooting though to the outside meaning its hard for the defenders to clear.

I feel the only REAL way to not have it as a C4/Capture objective would be to make it a hack objective in a capture zone the same size as the original capture zone. It means you can try and avoid fire while in the room behind the counter and shelves (forcing the defenders to come in) but it prevents you really using them points to capture + defender (because thats where the points become a little too strong)

Personally I like the idea of hack objectives that allow you to move but not shoot in quite large areas…
It also semi forces more team work as a solo guy is going to struggle to capture it alone. (I actually assume this is one of the reasons why you removed the hack objectives in the first place). I would also have it so once the hacker has been killed the enemy team (defenders in this case) also have to hack to reduce the progress. Will introduce a little hype and tug of war feeling.

I feel the door that should be opened at the start of the map is the door on the right hand side and not the left near the tunnels. This means the elevator / right hand side (for attackers) is the primary way you would attack and that would then allow the left hand side to be a good flanking route.

Overall I am liking some of the changes to underground and I think its generally going in the right direction.

If I could remove one thing entierly it would be the transistion spawns… I would actually have a forward spawn location in the center of the stairways down towards the second objective rather then having it time based. That area is one of the best fighting zones in the whole game and it feels very underused. infact… I would put the forward spawn location where the elevator comes down next to the stairs.

it should be quite hard to constest back for the defenders but it will increase the time fighting in the best combat area on the map. Win/Win? Obviously it is close to 2 other secondary objectives but I think that can be forgiven… Underground is the Nuketown, Hijacked or Metro 2033 of Dirty Bomb anyway!


(Mustang) #2

Bring back the hack/construct primary objectives, burn the capture zones.

I don’t mind too much when the capture zones were for forward spawns (still need more of these btw) but not as a primary.


(BomBaKlaK) #3

[QUOTE=Mustang;507756]Bring back the hack/construct primary objectives, burn the capture zones.

I don’t mind too much when the capture zones were for forward spawns (still need more of these btw) but not as a primary.[/QUOTE]

+1 ! This !


(Glottis-3D) #4

wi-fi-powered hack device!!

this needs to be near objects and to hack, but doesnot demand standing right in front of it.

the closer you are to the objects, the faster you hack (the warning of the hack goes red, and thus enemy team knows more about your position.) if you are several meters away from hack-obj, then speed is low, hack-warning is more yellow, but enemy-team doesnot know exactly where you hide.


(Kl3ppy) #5

[QUOTE=krokodealer;507844]wi-fi-powered hack device!!

this needs to be near objects and to hack, but doesnot demand standing right in front of it.[/QUOTE]

The covie can deploy a liitle androit/robot which hacks the objective. It is slower than the covie himself but the covie can go away and is no canon fodder anymore :smiley:


(Violator) #6

1st objective is not bad now, but I’m not a fan of BF-style capture zones (I’ll go and play BF if I want that). It is quite fun if a bit spammy, Nader for instance can rain terror through the window in relative safety to help hold off defenders. The lift balcony is a nice strategic location, though I feel that attack can still get spawncamped as they only have those two narrow exits. ET worked well (bar Railgun) in that there are always at least 3 exits to any spawn. If the lift bottom was moved out of line of fire (maybe accessed from the centre as below) this would help. Backraging from the lift is quite OP imho so this would help in that regard:

Current attacker spawn. Two exits (right one is usually certain death as too easy to camp, left one not so bad):


Proposed change. Lift is still where it is but accessed via a hallway behind the central wall. Attackers could drop down from left exit (new hallway will be at ground level and go underneath it) to further prevent spawncamping. Could justify by having a disabled lift + staircase to a blocked-off area to the left of the lift (balcony level):


What tends to happen atm, though this seems to be less often as the stacking has been prevented with the better balancing we have now:


(Glottis-3D) #7

3rd route from spawn for attackers is very much needed.


(Violator) #8

Also in ET iirc your spawn protection was still active if you legged it out of the spawn exits quick enough. You can’t do that in DB currently.


(Sun_Sheng) #9

It also needs a greater distance for both attack and defence to get to the first objective, and preferably something in between for cover.

In its current state, Bushwacker and a turret covering the lift, and give him a med back up that floats between there and the roof.
2 Snipers with team wallhack thrown at each of the two remaining exits.
Two other guys low centre running between the two exits based on info from the hacks.

Damn near impregnable and if the attackers do manage to kill enough defence to get into the capture point, because the capture is only valid when the attackers are in the open, it’s not too hard to clear them out and start all over again…