Waterloo Feedback Thread.Version 17963


(iwound) #1

[ol]
[li]Which part of the map/objective you like most and why?[/li][li]Which part of the map/objective you dislike most and why?[/li][li]Do you find any particular part of the map useless?[/li][li]Which route/position do you find the most useful when attacking/defending particular objectives?[/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives?[/li][/ol]

Which part of the map/objective you like most and why?
1st stage. there are now lots of alternative outcomes to this stage depending on whether the spawn is capped and whether the 1st or 2nd wall are blown.

Which part of the map/objective you dislike most and why?
on last obj in the station people still using the non functioning subway exit for cover as defence which un-balances this part on last objective. better to block off this and remove any camping cover in the corner near to subway exit.

Which route/position do you find the most useful when attacking/defending particular objectives?
1st obj left all the way. if defence don’t defend this section you can get in and plant but now doing this ends up in a defuse where as before it might be blown because of the extra wall. which is good. it can still put defence on the backfoot leaving the spawn unprotected.

What tactics (if any) do you employ when trying to complete/defend particular objectives?
if someone plants on the inside il plant one on the outside as a decoy.

through subway and snuggle next to crates at spawn cap. capping spawn puts attack on a better footing for c4 planting.

as defence plant mines at subway exit and keep moving.trying to cover all points.

when identifying the walls to others its confusing, either front or back, higher lower, 1st or 2nd isn’t clear so please put a big 1 and 2 on each wall. just a low black slightly transparent decal effect to clearly i.d. each wall.
so “i planted on wall 1” to team is clear.

also spawns have been instant for defence so we got a lot of defuses. this may well be exciting but too much as its just dragging out the inevitable. cant remember if it shortened to instant but needs adjusting back a bit. i think there were 10 plus plants/defuses on one game with i think 2 engies. combined with defuse memory we just kept going. which i expect to be very frustrating for attack. they sounded pretty frustrated. :slight_smile:


(Violator) #2

Which part of the map/objective you like most and why?
The PDA obj. room, good fights around the escalator.

[B]Which part of the map/objective you dislike most and why?[/B]
The double wall - this was tough enough before but two walls now makes it really hard for attack. Capping the forward spawn actually makes this worse as defense have the high ground to snipe you to death from now as well as easier access to the ammo room.

[B]Do you find any particular part of the map useless?[/B]
The forward spawn - seems to do more harm than good for attack.

[B]Which route/position do you find the most useful when attacking/defending particular objectives?[/B]
Walls - the gas tunnel for attack, or the L-shaped corridor with the little window overlooking the objective. Def - the high-ground building to the right of the def spawn with the balcony. Last objectives, a lot of options here but generally the double-escalator, or the round the back route.

[B]What tactics (if any) do you employ when trying to complete/defend particular objectives?[/B]
Attack - try and plant, die, repeat :) Def, control the ammo room by the obj + the L-corridor to the left of the wall. Hope that forward spawn is taken by attack ;) PDA  - cover the stairs on each side, def control the PDA room. Plants - a bit random this one :).

(iwound) #3

experience a bit of choppiness on last area.
also wanted to bump this as its disappointing not more people are giving feedback on maps.


(Rex) #4

I’m also wondering why so less people write their opinions down here about the first stage, although a lot complain during pub play.

I don’t know about the first stage, somehow it’s broken now. I’ve seen many double fullholds and attackers having a hard time to get the plant down there.
Either it’s due to the spawn times, as it seems that the defenders got almost 0 spawn, or it’s just the second wall itself.
What was the reason to bring in a second wall? Looking forward to an explanation.


(iwound) #5

Yeah rex i think the very fast spawn times are a problem. not just on this map but on all. and all objectives.
but sd have said they know these will need adjusting as they have just reintroduced waves.


(Ashog) #6

The problem here are the spawn times. They need to be increased by at least 5 seconds.

The forward spawn needs to be highlighted somehow, both with outline/glow and on command map. Many people even don’t know where it is.

Edit: iwound was faster :stuck_out_tongue: sneaky bastard ^^


(Rex) #7

Oh and the forward spawn also needs a rework as discussed here: Capturable spawnpoints
It takes too long to capture it and I’m not even sure if more people standing on it helps to speed up the process.