|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lavallois Nash
Federal Transfers and Trades
543
|
Posted - 2015.03.29 03:22:00 -
[1] - Quote
Its been in frequent rotation for awhile now, and never drew ire before. its because of the new jumping modules that the map is becoming a frustrating chore for people.
That map, especially on Dom, was designed to be played vertically. Defenders guard objective at bottom, attackers attack from top.
Except now that people can jump onto the balcony and onto the two small roofs, its easy to remove all spawn points and red line the enemy. then, when you spawn at the "hardspawn" each team has on the flank, theres 5 guys flying 20ft in the air shooting mass drivers.
So before, you either had the choice of a entrenched defense or quick spawn quick fight offense, now you spend 5 minutes walking in from the red line after each death only to put uplinks and have some jumper break them 20 seconds pater and back to the red line.
Instead of playign top down, or bottom up, it forces the game to be played horizontally, which means walking, and walking , and walking and walking and walking.
But on the bright side? A few people bored with playing the armor/damage mods race get to spam the jump button and use weapons they were previously unable to. |
Lavallois Nash
Federal Transfers and Trades
543
|
Posted - 2015.03.29 14:32:00 -
[2] - Quote
DIX RFOR CHICKS wrote:Lavallois Nash wrote:Its been in frequent rotation for awhile now, and never drew ire before. its because of the new jumping modules that the map is becoming a frustrating chore for people.
. Jumping mods are what is making this map better now. Some azzhole that tried to be the first up high with uplinks doesnt necessarily win now. I can grab my PROTO Min. Medium Frame with 5 Complex Myos and jump up there and flux or flaylock the links. Same thing with the overhead walkways.
You can call me all the names you want and feel self righteous that you now have a counter you were incapable of coming up with before you had the easy button.
Doesnt change the fact that the flow of the map is essentially ruined. No one wants to spawn in from the MCC and walk 5 minutes each time. Generally people in a shooting game like to spend their time shooting.
But its alright. We all know the nerf is coming. I hope it affects you the most! |
Lavallois Nash
Federal Transfers and Trades
543
|
Posted - 2015.03.29 14:58:00 -
[3] - Quote
JARREL THOMAS wrote:
Yea it's a tactical FPS if you loose links that's your teams fault that's not unbalanced. And he never called YOU names he called the general rooftop campers "azzholes".
The entire map was designed round the idea of attackers dropping in from the top down. The whole idea of roofs --> holes in ceilings --> balconies ---> objective was to give several layers so that a team could keep pushing. If the balconies go, push from roof, if the roof goes, push from top of mini roofs. Then, if all that fails, start over.
If they wanted 1 guy to be able to destroy all the uplinks in the area just by pressing the jump button they wouldn't have built a hangar with balconies.
Its a great map, however, its design has been ruined by the hotfix.
And as far as balance goes, ill go ahead and assume youve never heard of the word. Think of a see saw, balanced perfectly by the pendulum in the middle. The new mods is basically a 300 pound guy on one end and a feather on the other. 1 role negating all the other roles and turning the game into a 15 minute jogging match is not balance. if you hjave no choice but to also use that role, its not balance.
|
Lavallois Nash
Federal Transfers and Trades
545
|
Posted - 2015.03.29 15:25:00 -
[4] - Quote
JARREL THOMAS wrote: Yep that's how it was made, but the majority of dust hate that design as its a reoccurring design by CCP for dominations really it's just boring the same tactics every game. Now if you have to now fight to keep your high ground then that means different tactics. If you want to camp an entire team then you must fight for it which these "jumpers" make interesting. And besides the suits are easily countered just shoot em they're weak.
Its speculation saying that the majority of people hate it. it was not drawing ire before the jumping days.
As for "fighting to keep the high ground", what happens often these days is after the jumpers ruin the match and force us to walk in from the fringes, people just chill at the MCC, especially if they already have their 150WP. Pushing the objective becomes futile, because there is nowhere we can spawn in.
Before, it used to be 16 players attacking and 16 players defending. Often now, youll have the winning team with some of their players at the objective and the others making sure the other team is redlined. So the losing team will be mostly doing nothing in the red line or walking around the fringes hacking random things. So youll have 8 people putting in the minimum effort, and the other 8 not participating.
The only time that map is fun is when both teams have a chance to keep hammering eachother. When the jumpers are there, is becomes a boring chore. "Oh look, I just spent 5 minutes walking in, placed uplinks, and some guy with super jump was able to get from the objective to the top roofs in 2 mins and sent us back to the red line. More walking! What a fun game!" |
|
|
|