Several comp teams were discussing the changes (Swords of Kentares, Steel Jaguar Gaming and 228th) and it's not pretty at all for the competitive side of things.
The new spawns essentially screwed up competitive play big time.
1) We cant choose which lance/player spawns to which spots.
2) Some maps are just ****** up, tourmaline desert where 1 side spawns with no cover and the other side spawns at sniping point?
3) Which leads me to this tidbit : you guys remember the "how we create map" official thread? How maps are CAREFULLY DESIGNED to have balance on both sides by making both sides having cover, attack angles and etc.
Well, you just completely ****** that up by having "asymmetrical" advantage locations on some maps :
River City right side gets citadel
Frozen City south side gets ridge
Tourmaline Desert east side gets sniping vantage points and left side gets stuck on open field in shooting range from start
Alpine peaks you have west top side stuck in the middle of open and bottom right side stuck to go forward. (not really any advantage on any sides here but it forces pathway)
Also in most maps, most lances are STUCK moving in only 1 or 2 ways, forcing a brawl, because the lance are SO ******* spread out.
Sure, if we could choose which lance spawns in which area, thatd be better but its not comp game breaking right now. What's game breaking is that by having us already spread out and pushed FORWARD at opposite ends of maps, you are essentially cutting off several strategies available and early game positioning maneuvers.
edit : im not saying these changes are bad, spread out the lances has great strategic value if you COULD choose where to spawn. It's just badly implemented and should have been tested first on the test servers and had actual feedback.
it's also pretty nice for pug games.
Edited by Araara, 04 December 2013 - 09:42 PM.