

Spawn On Frozen City Night
#1
Posted 17 January 2016 - 02:49 AM
This is unacceptable because the enemy has 2 lances spawned in position to destroy this lance leading to absolutely crushing defeats for that team with little to no chance of operational failure.
Even if the assault lance retreats to the previous ramp...the enemy team is given so much time that they can rush and swamp the position with an easy 2 mech lead before the assaults and heavies can get into the fight. This is a systematic and absolute advantage and destroys the balance of the map.
Tyman4
#2
Posted 17 January 2016 - 03:01 AM
I'd also like to see the tunnel have way more openings along it's length so the ramp isn't such a focal point and have Jenner Alley way more accessible. As they are, those places are just noob traps.
#3
Posted 17 January 2016 - 03:02 AM
#4
Posted 17 January 2016 - 03:22 AM
#5
Posted 17 January 2016 - 03:29 AM
#6
Posted 17 January 2016 - 06:31 AM
#7
Posted 17 January 2016 - 06:49 AM
I believe skirmish spawn is the one I was referring to.
Tyman4
#8
Posted 17 January 2016 - 07:18 AM
Can be a fun spawn when the whole team converges with the two red lances for a furious brawl in lower city, but only it the blue team is on the ball.
#9
Posted 17 January 2016 - 01:12 PM
#10
Posted 17 January 2016 - 01:22 PM
BigFatGator, on 17 January 2016 - 07:18 AM, said:
#11
Posted 17 January 2016 - 01:30 PM
I think this is the issue. See that main battle area? See the cover? That works fine and makes sense. Battle is centered on the cover area. But see that ridge? It's mostly to the "blue" side of the cover area, which means "red" has much more access to said cover.
Additionally, two lances of red have a short, unhindered path to the ridge/cover/battle area. This means they can set up before blue team even gets there, especially since the blue team assaults are the EAST spawn, with that squiggly line representing the shenanigans they have to pull to get up that ramp, since their hill climb is terrible and halves their speed normally.
Not. Balanced. Blue doesn't have an advantage going to the Orange square. But if the try farther west.. well, that's a nascar, and they aren't going somewhere that has cover, AT ALL. So their assaults die and they're out in the open. Not a good idea.
Essentially, red moves to orange square. Red stays in orange square. Red wins.
Explanation of Suggested Spawns:
Suggestion 1:
Suggestion 2:
By the way, tunnel is technically a fine choice for red team, since it's entirely covered on the north half. Not so much for blue since the south half has an open ramp to get to it, so they can't leave easily without being ambushed and vulnerable.
#12
Posted 17 January 2016 - 01:30 PM
#13
Posted 17 January 2016 - 01:39 PM
#14
Posted 17 January 2016 - 01:40 PM
Say no to shoebox maps !

#15
Posted 17 January 2016 - 03:22 PM
MrMadguy, on 17 January 2016 - 01:12 PM, said:
Last night I kept getting stuck on bog on the east side. From experience (and last nights experience especially) the east spawn has a distinct disadvantage in that there's more crap to get stuck on and it's easier to get pinned in B4. Don't think I won a single round of those games
Edited by Troutmonkey, 17 January 2016 - 03:22 PM.
#16
Posted 17 January 2016 - 04:02 PM
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