Which obj map is most in need of a balance rework?


(Press E) #1

I’m curious what people think, and would like to hear everyone’s input on the game currently, as SD is supposedly moving away from bug fixes and balance tweaking in favour of content.

For me, it’s Terminal. It almost always ends in spawncamp for the attacking team on the first stage, and I was really surprised SD decided to rework Trainyard, but not Terminal in the Mofo update.


(Terminal_6) #2

I don’t have any strong feelings about any of the maps. Nothing stands out to me as egregiously broken, but I don’t think Terminal has seen any love in a while. I agree that the first stage could use a bit of work.


(GatoCommodore) #3

we need at least 3 lanes to reduce spawn camps like in Dome

we need vertical approach on these maps


(Eox) #4

I can’t think of a map that really needs an overhaul since the most recent map changes. Tho I still hate Chapel.


(GatoCommodore) #5

i really like the 3rd stage of chapel tho, very spacious


(K1X455) #6

Terminal needs to have the reduced possibility of attacking team being spawn camped. And some spawn points need to be moved caused objects are on the way of movement.


(Teflon Love) #7

All the maps seem pretty fine to me provided both teams are reasonably balanced and basically know what they are doing.

But I agree that it’s fairly easy for a Terminal match to degenerate in a spawn camp, so I wouldn’t mind a few minor changes in favor of attackers. Maybe removing the generator could help? Then defenders could not lock down the attacker route on the right and potshot everyone from stairs at the attacker route on the left anymore. And the whole blow up/repair the generator routine doesn’t feel that interesting anyway.


(Xyfurion) #8

I don’t think Terminal needs an overhaul, just a bit of tweaking, since it is fine for the most part.


(ImSploosh) #9

Don’t really like Terminal or Bridge. Mainly because it’s very very difficult to win with clueless players. Both maps have “side objectives” that cause some issues if your team isn’t competent.

Bridge has the generator when escorting the EV. Generally, my team doesn’t repair it, doesn’t defend it, or doesn’t stop it from being repaired, doesn’t destroy it.

Terminal has 2 objectives that cause some issues. The generator is often the “main focus” rather than the forward spawn and planting the C4. People focus too much on the generator and not on what’s important: the forward spawn. I think a big problem is that the forward spawn isn’t noticeable. It’s not really marked on the map so people don’t realize it’s importance. It’s essential to win, generally speaking. People don’t defend or go for it which has cost me tons of games. I end up being the only one while the rest are waiting in the generator room rather than pushing the main objective.

Maybe some tutorials for these things would help, but probably not.


(LifeupOmega) #10

Underground first honestly. It’s the one map where you can shut out attackers within the first spawn wave and never let them recover because there’s only one way they can come out, defence has instant access to balcony, and sightlines are long from up there.


(SnakekillerX) #11

I don’t like the first objective changes on bridge, I actually preferred the previous layout around the EV area while playing Attackers. I feel like there are just too many tight corners around the EV that provide too much cover for the defenders and things like health stations and hidden turrets.


(Press E) #12

I actually feel the opposite, at least in terms of why I dislike the changes. I’m an Aura main, and now there’s no perfect cover for my med station at all. Although it used to be pretty bad, I feel like they almost went too far. Now it just feels awkward trying to defend.
I agree there’s very little cover for for attackers too though, since the layout tends to make defenders come from all angles.


(SnakekillerX) #13

I actually feel the opposite, at least in terms of why I dislike the changes. I’m an Aura main, and now there’s no perfect cover for my med station at all. Although it used to be pretty bad, I feel like they almost went too far. Now it just feels awkward trying to defend.
I agree there’s very little cover for for attackers too though, since the layout tends to make defenders come from all angles.[/quote]

While we may disagree on the specifics, we agree it was better before, which is good enough for me. lol


(hoyes) #14

Underground spawncamps are way to easy to do. The attackers only have two pathways, left or right, which means it is extremely easy to hold from underneath balcony and balcony itself. I personally think a middle route should be made that provides large amounts of cover and goes underneath that big wall. Or a piece of cover should be added to cover the attackers on the left side near the generator so they can’t be sniped from the balcony.


(The_True_mo) #15

[quote=“sweetColumn;c-220651”]we need at least 3 lanes to reduce spawn camps like in Dome

we need vertical approach on these maps[/quote]

This.


(Press E) #16

I agree. I wish SD would add more cover to spawn areas so they would be extremely hard to attack from the other team. There really shouldn’t be any combat in those areas.


(tominatorx) #17

[quote=“STARRYSOCK;c-220784”]
I agree. I wish SD would add more cover to spawn areas so they would be extremely hard to attack from the other team. There really shouldn’t be any combat in those areas.[/quote]

Brink had indestructible turrets which protected the spawn areas. I’m surprised Dirty Bomb hasn’t got it tbh.


(Press E) #18

[quote=“tominatorx;c-220787”][quote=“STARRYSOCK;c-220784”]
I agree. I wish SD would add more cover to spawn areas so they would be extremely hard to attack from the other team. There really shouldn’t be any combat in those areas.[/quote]

Brink had indestructible turrets which protected the spawn areas. I’m surprised Dirty Bomb hasn’t got it tbh.

[/quote]

Yeah, I’ve thought about that too. Or even just something like Overwatch, where players physically can’t go into spawn because of a wall


(K1X455) #19

They are un-manned


(GatoCommodore) #20

[quote=“STARRYSOCK;c-220790”][quote=“tominatorx;c-220787”][quote=“STARRYSOCK;c-220784”]
I agree. I wish SD would add more cover to spawn areas so they would be extremely hard to attack from the other team. There really shouldn’t be any combat in those areas.[/quote]

Brink had indestructible turrets which protected the spawn areas. I’m surprised Dirty Bomb hasn’t got it tbh.

[/quote]

Yeah, I’ve thought about that too. Or even just something like Overwatch, where players physically can’t go into spawn because of a wall[/quote]

the cool thing about DB is that you can pull Airstrike on most of the spawn
and get that juicy Explodydendron