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:
- 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.
- 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?