Frozen City Is An Unfortunately Unfun Map ... And How To Fix It
#41
Posted 12 July 2017 - 02:16 PM
#42
Posted 12 July 2017 - 02:41 PM
Frozen City... most of the times, Domination simply is not enjoyable on this map. But on modes like Skirmish or Assault is good with an aggressive team.
In the case of how to help this map, the change for drop zones suggested above looks interesting, I hope too that PGI may at least consider it.
Edited by Alan Hicks, 12 July 2017 - 03:00 PM.
#43
Posted 12 July 2017 - 02:53 PM
Alexander of Macedon, on 12 July 2017 - 10:40 AM, said:
Bush Hopper, on 12 July 2017 - 11:02 AM, said:
Seriously? You think that those maps are "brawl only"? Then you should reconsider your positioning
Gwahlur, on 12 July 2017 - 11:07 AM, said:
but, I AM a brawler.
And I'm happy to meet someone that "think" to snipe on those maps
lel
#44
Posted 12 July 2017 - 04:29 PM
Basically part of the problem is playerbase conditioning to go to the same spots depending on mode, mainly either:
- Snipe over center,
- One team pushes D or F/G row to other side while second team stays on their side,
- Both teams trade sides then do one of the two above.
About twice in the past two years have I been on teams that tried something different.
Once, our team was encouraged after getting 1 kill to stay under cover since we could wait out the match and win if they did not cross over. This was almost ruined by a Light who tried to dare the other team and got himself killed but at that moment a couple of enemies had also tried creeping to our side and we wasted them. Match ended with 5 kills for us and 3 for opposing team. I actually enjoyed it.
Other time, someone worked to get the team to hide behind the large ice pillar in D7/D8 area. Unfortunately the enemy team must have planned out and had a lot of fast Mechs even Assaults because they rushed right over and got us before we were fully in position. They flanked both sides of the pillar and we lost but at least it was not the same old one of 3 above choices.
You can make the matches different if you plan before the drop and talk to your team as the timer counts down, just almost no one tries.
Edited by Wildstreak, 14 July 2017 - 04:34 AM.
#45
Posted 14 July 2017 - 02:33 AM
Koniving, on 12 July 2017 - 11:53 AM, said:
It gives us both the old and new frozen city, and that difference in experience is whether you spawn at A, B, or C.
waterfowl, on 12 July 2017 - 01:53 PM, said:
this is a great idea... wish PGI would test it out.
Anyone got a twitter account to ping Russ?
#47
Posted 14 July 2017 - 05:54 AM
Pug teams that wander aimlessly through the middle with no ecm cover and single file get brutalized. But good teams will hardly ever be on open grounds for an extended period. They will stick to the buildings and if they cross canyon theyll be explosive and quick about it.
Its one of the good maps which features enough advantageous and varying terrain to allow for ranged or close quarter combat. And it has good vision unlike forest cräpcolony which sucks and has no vision.
Frozen city is a good map. Fantastic for lights and skirmishers, good for brawlers....okayish for snipers. Mixed builds or even outright brawl builds can be super effective. Is a good map period. If you dont like it you got no taste.
#48
Posted 14 July 2017 - 06:16 AM
#49
Posted 14 July 2017 - 06:24 AM
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