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Spawn On Frozen City Night


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#1 Tyman4

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Posted 17 January 2016 - 02:49 AM

B6 to C7 ramp spawn point needs to be moved. The heavy/assault section of the team spawns isolated at the bottom of the ramp and either has to take ~1 min to climb up and out into the center of lower city. Or spend 3 min going all the way back to the previous ramp circa B4.

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 adamts01

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Posted 17 January 2016 - 03:01 AM

I 100% agree with you.

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 TexAce

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Posted 17 January 2016 - 03:02 AM

I simply agree. The one spawn point really needs to change. I still dont get what was wrong with initial spawn points. They used the map much better. No one goes tunnel anymore, at all, I bet most steam players dont even know it exists.

#4 SeventhSL

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Posted 17 January 2016 - 03:22 AM

Couldn't agree more. That spawn point is a death trap for slow moving assault mechs.

#5 Blarkon

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Posted 17 January 2016 - 03:29 AM

Yup - it's almost an experience test. Turn around and run is my general approach to that spawn

#6 Funky Bacon

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Posted 17 January 2016 - 06:31 AM

wait, I thought B4 is the terribad spawn?

#7 Tyman4

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Posted 17 January 2016 - 06:49 AM

B4 is also bad, but that spawn is in a different game mode...assault I think.

I believe skirmish spawn is the one I was referring to.

Tyman4

#8 BigFatGator

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Posted 17 January 2016 - 07:18 AM

It's frustrating when I yell to my team to move up fast to cover the assault lance coming up the ramp to lower city and no one gets it and moves to support.

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 MrMadguy

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Posted 17 January 2016 - 01:12 PM

Sometimes I start thinking, that some maps are intentionally kept unbalanced. I don't know. May be it's due to spawn points being assigned to players in order, in which matchmaker picks them from queue (so if I'm always "seeded" first - I will always have the same spawn points assigned to me), instead of random assignment, but sometimes I have streaks of having the same spawn points on some maps. I haven't seen G-H side of Turmaline spawns for ages. And I really don't like it. Some maps are unbalanced and the only fair way of handling this unbalance - is random spawn point assignment. I'm also getting sick of always playing map the same way.

#10 adamts01

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Posted 17 January 2016 - 01:22 PM

View PostBigFatGator, on 17 January 2016 - 07:18 AM, said:

It's frustrating when I yell to my team to move up fast to cover the assault lance coming up the ramp to lower city and no one gets it and moves to support.
or even worse... It's skirmish and the whole team goes to support the assaults except for two heavies that go tunnel and are the last 2 alive before they even make it out the other side..... They have a special place in hell.

#11 Gamuray

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Posted 17 January 2016 - 01:30 PM

Spoiler



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:
Spoiler


Suggestion 2:
Spoiler


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 adamts01

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Posted 17 January 2016 - 01:30 PM

There should be a hidden test within PSR. Every time you go in to Jenner Alley in anything but a fast light you get a "noob mark," which prevents you from advancing to the next tier. It takes 50 matches of not going down there to remove a single "noob mark." PSR solved.

#13 NextGame

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Posted 17 January 2016 - 01:39 PM

Agreed, nothing should be spawning there, really bad map balance

#14 ChapeL

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Posted 17 January 2016 - 01:40 PM

Nuke the whole map from orbit and start over. The sad part is we have two of those to content with, even worse when both of them show up in the pre game vote.

Say no to shoebox maps ! :)

#15 Troutmonkey

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Posted 17 January 2016 - 03:22 PM

View PostMrMadguy, on 17 January 2016 - 01:12 PM, said:

Sometimes I start thinking, that some maps are intentionally kept unbalanced. I don't know. May be it's due to spawn points being assigned to players in order, in which matchmaker picks them from queue (so if I'm always "seeded" first - I will always have the same spawn points assigned to me), instead of random assignment, but sometimes I have streaks of having the same spawn points on some maps. I haven't seen G-H side of Turmaline spawns for ages. And I really don't like it. Some maps are unbalanced and the only fair way of handling this unbalance - is random spawn point assignment. I'm also getting sick of always playing map the same way.


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 DAYLEET

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Posted 17 January 2016 - 04:02 PM

When i drop assault and i get god-forsaken skirmish on frozen i go B4. It's the closes place to the enemy and it favours us for a push that the enemy stuck between the building can't avoid and defend well while we can actually maneuver around them. Ofcourse if the rest of the team ran C3 this wont work as good but then again if the rest of the team can't find their own assault on the map it's their fault. And if the assaults are good enough the rest of the team can often do clean up even if they ran c3.





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