So, quakecon has just finished and as i can see the feelings about this map are quite mixed.
First of all i just ask those people that dont know the map and say thats its too big (which is totally WRONG since it s surely smaller than ztn-t7 ) to dont post feedbacks here since they would just make this thread useless .
IMHO most of people that mainly watched the stream and didnt play it much found this map bad for 2 reasons : bad knowledge of map by players (just see final or chance-dkt match) and bad knowledge by the shoutcasters .
It really is an HUGE factor in my opinion and we had possibilty only to watch 3 match on it with 2 of them being played wrong by one or both players surely didnt help.
Battleforged is a very tactical map where positioning and weapons control mean everything .
Positioning is HUGELY important for controlling both
ra -( e.g. RJ to higher floor makes u take ra easily even with way worse stack considering u can only get to it from the jumpad which is a suicide) and ...
mega(e.g. being on higher floors spamming down is a nice move both in and out control , another nice move is to watch portal when enemy takes mega and attack him with pg ,( in that position it s just IMBA, easy 50 percent accuracy )
A lot of people thinks/ wrote this map is too defensive but i think that this is something that should get better mainly for 2 reasons :
- only 1 RL in the middle, where the control owner should mainly be or just need to go through ( coz as i said being high is really important) . RL is what makes playing +back easier and denying it by the player in control can really help him getting some frags .
-MH easy to time for player out of control due the presence of the portal ( u can just stand there and take the time ) and its the best position in the map to make huge damage without getting any or just over hitting ur enemy considering he s in a bad position (PG as i said before or even RL RG and SHAFT).
This could make a lot of frags happen in MH fights.
This kind of portal whoring could make the player standing on mega just spam it badly which isnt a big deal for the meta game since u can still sneak in center or lg and own him with whatever gun u have when u see he does that.
I actually like those windows that allow to hit some nice rail and can really produce some epic fragmovie material ( RJ to RG or center one and hit ur enemy escaping is definetely HUGE).
I have nothing against changing this map as soon they are good modifications that just dont destroy what of good there is on the map now which i think is much.
One possible change might be remove the portal under RG which is the main escaping route for going to the other YA or just change the exit ( but i cant figure out where to put it , everywhere i thought seem to break the map totally).
In conclusion , i think that this is a pretty good map that would be prolly loved by the community if it was played from years since if well played could really deliver.
As stated before i m not against changes and i think that we might use this thread to improve it all togheter .
see ya !
First of all i just ask those people that dont know the map and say thats its too big (which is totally WRONG since it s surely smaller than ztn-t7 ) to dont post feedbacks here since they would just make this thread useless .
IMHO most of people that mainly watched the stream and didnt play it much found this map bad for 2 reasons : bad knowledge of map by players (just see final or chance-dkt match) and bad knowledge by the shoutcasters .
It really is an HUGE factor in my opinion and we had possibilty only to watch 3 match on it with 2 of them being played wrong by one or both players surely didnt help.
Battleforged is a very tactical map where positioning and weapons control mean everything .
Positioning is HUGELY important for controlling both
ra -( e.g. RJ to higher floor makes u take ra easily even with way worse stack considering u can only get to it from the jumpad which is a suicide) and ...
mega(e.g. being on higher floors spamming down is a nice move both in and out control , another nice move is to watch portal when enemy takes mega and attack him with pg ,( in that position it s just IMBA, easy 50 percent accuracy )
A lot of people thinks/ wrote this map is too defensive but i think that this is something that should get better mainly for 2 reasons :
- only 1 RL in the middle, where the control owner should mainly be or just need to go through ( coz as i said being high is really important) . RL is what makes playing +back easier and denying it by the player in control can really help him getting some frags .
-MH easy to time for player out of control due the presence of the portal ( u can just stand there and take the time ) and its the best position in the map to make huge damage without getting any or just over hitting ur enemy considering he s in a bad position (PG as i said before or even RL RG and SHAFT).
This could make a lot of frags happen in MH fights.
This kind of portal whoring could make the player standing on mega just spam it badly which isnt a big deal for the meta game since u can still sneak in center or lg and own him with whatever gun u have when u see he does that.
I actually like those windows that allow to hit some nice rail and can really produce some epic fragmovie material ( RJ to RG or center one and hit ur enemy escaping is definetely HUGE).
I have nothing against changing this map as soon they are good modifications that just dont destroy what of good there is on the map now which i think is much.
One possible change might be remove the portal under RG which is the main escaping route for going to the other YA or just change the exit ( but i cant figure out where to put it , everywhere i thought seem to break the map totally).
In conclusion , i think that this is a pretty good map that would be prolly loved by the community if it was played from years since if well played could really deliver.
As stated before i m not against changes and i think that we might use this thread to improve it all togheter .
see ya !
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