Underground First Secondary Objesctives


(lowkeyRocket) #1

Although I love the map Underground I have a strategic problem with the secondary objectives of opening the doors on the first primary objective as attackers. I find in 90% of cases one of the following two happen:

  1. You’re team is trying its best but the defenders are out playing you. So, you decide to do the secondary objectives to have a chance to get in the room. After destroying one (or worse, both) you manage to flood the room, yay! But after planting, the opposing team has 3+ ways into this tiny room, probably with some naders and fraggers too.
  2. You, as a team or individual, know the problem with number 1 and try your best to not do these secondary objectives that can be a hindrance in the end. But, some noob comes along and thinks he is helping the team by planting the c4 on the secondary but is actually only giving the defenders a boost.

So, i propose that the objectives in question are a switch instead that works like this:
Fixed: individual can open or close door.
Broken: Stuck in last position (open or closed).

This allows for the attackers to open the doors and plant but then close for protection. But, the attackers can go do the secondary too to get alternate routes into the room after (or before) a plant. Also, any dumb moves by a “heroic” noob can be reversed without losing the match. What are people’s thoughts on this fix and/or am I the only one who feels this problem?


(Dawnlazy) #2

No they’re fine, the correct way to stop the defenders from defusing the C4 is not by camping inside the room but rather to push out and hold them at the escalators.


(TheVulpesFox) #3

There a 4 ways once you open them, the hole in the top as well.


(kopyright) #4

I’d say the trick is to agree upon one side to attack from in team chat. Best of luck with that.


(lowkeyRocket) #5

Yes, that’s why I said 3+, in case only 1 was opened.

I would say that that is an ideal as the physical c4 always has to be defend-able in case your front lines are broken. For example, yesterday I played a game where, for some reason, the opposing team pushed non-stop for the right side (defenders POV). Eventually they opened the door and then planted through getting through there. Then they tried to push us to the escalators without spawn camping. So good so far. Then, we broke through past the escalators. We pushed in all 3 now opening and defused. But we would not have if they could have closed the door again because we only got in through using the door as a flank. Our other two attempts were defended well (not easily but well). My offer is to lengthen the first objective because I find underground the fastest (or dead stop) map with only two objectives. The switch allows for defenders to potentially stop a roof rush through opening more options and allows attackers to actually complete the objective after a successful plant.


(lowkeyRocket) #6

That’s what my opponent did in the above mentioned example but we still used it against them. So, my idea is that completing a secondary objective should not be a gamble. Through the time spent on them they should remain beneficial.


(Dawnlazy) #7

Well even if attackers fail to hold the defenders at the escalators having the doors open still allows the recently spawned team mates to help stop defuses from happening. Especially that door on the right side from attackers point of view, it gives you a good view of the C4 so you can shoot the defuser and even turn back around the corner if you need cover.


(lowkeyRocket) #8

Well even if attackers fail to hold the defenders at the escalators having the doors open still allows the recently spawned team mates to help stop defuses from happening. Especially that door on the right side from attackers point of view, it gives you a good view of the C4 so you can shoot the defuser and even turn back around the corner if you need cover.[/quote]

I agree that the doors locations are useful I’m just thinking a switch will make them even better, for both sides. More balanced on a game by game basis.


(DeadAlive) #9

I would also like to see some adjustments here. The OP suggestion of a two way fast repair and ditching the 30 second C4 is very attractive. The repair speed should still be 3 levels, as it is currently now, obj specialists will do it faster.

I’ve played other games that have similar mechanics and they work very well. Ultimately, as long as the average play time is split about 50/50 between objs, then you can do whatever design you want.

I also would prefer even more creativity and more complexity. For example, in BLR (black light retribution), to open certain doors you have to touch the control panel and then enter the displayed 3 digit code. If you type it incorrectly, you have to start over. It’s really not hard, and adds a little spice.

So, I would suggest adding that in as an additional option on top of the repair function:

  • Door state: FIXED – Function: Must enter 3 digit code to open or close (takes 2-3 seconds)

  • Door state: BROKEN (jammed) – Function: Must be repaired first before code can be entered to activate door

  • Repairing and Jamming door – Both functions are completed with the normal repair too and the standard 3 speeds (specialist, augment, non-augment)

Gameplay example:

Defender runs in and begins to ‘break’, or jam, door in its’ closed state.

A split second before they finish the jam, an attacker has managed to enter the 3 digit code and the door begins to open, cancelling the jamming process.

Attackers take room, enter code to close door and begin jamming door themselves. Door becomes jammed.

Defenders come to the outside of the door and must repair door first before entering code to reopen it (if they desire to open it, they may not, depending on how things are going).