Container City - Unbalanced

Post » Wed May 18, 2011 6:39 pm

Weapon Upgrade for Engineer to hand out is a must. Something like 33% increase in weapon damage? Essential against 20v20 level 8v8 battles.
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Nicholas
 
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Joined: Wed Jul 04, 2007 12:05 am

Post » Thu May 19, 2011 3:14 am

1st point: No, equal skill means your counter-snipers will nullify the effectiveness of their snipers - either by killing them while they're acting as snipers instead of counter-snipers, or by forcing them to play counter-sniper and ignore the targets they'd normally go for. Either possibility means their snipers aren't doing the job of killing the guys who are advancing.

Equal skill means, that their snipers have a huge advantage given by the map. Hence why your snipers have a much harder time to spot and eliminate them. There are about 5 positions where Resistance snipers can be. There are exactly 2 positions where Security snipers can be.
And Resistance can always use the height advantage.

2nd point: You don't have to spawn-trap them, they can be allowed to exit the spawn at the further exit from the bot, and retreat away from it, as long as you demolish anyone who doesn't fall back on the way out.

Well, yes and no.
You can - basicly - let them exit their spawn on one side. But they will just end up entering your line of fire while you're guarding the bot. And you wouldn't simply let them pass to allow a flanking maneuver, would you?
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Catherine N
 
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Post » Thu May 19, 2011 3:42 am

Equal skill means, that their snipers have a huge advantage given by the map. Hence why your snipers have a much harder time to spot and eliminate them. There are about 5 positions where Resistance snipers can be. There are exactly 2 positions where Security snipers can be.
And Resistance can always use the height advantage.

I know of 4 good counter-sniper positions for Security, one of which is a viable position for regular sniper action once their guys are cleared, and another spot you can move to as a sniper position, but isn't viable for counter-sniping. And the height advantage only works when it gives you a range advantage (which it doesn't in Brink, and which that area's enclosed nature would nullify even if it did) or a visibility advantage (which it doesn't on that map, again because of the enclosed space).

Well, yes and no.
You can - basicly - let them exit their spawn on one side. But they will just end up entering your line of fire while you're guarding the bot. And you wouldn't simply let them pass to allow a flanking maneuver, would you?

Where are they going to flank? There are 2 ways back into that tunnel area, and the other one's already being locked down if you're doing your job right. They can only retreat away from you or die if you've got good suppressing fire going.
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Heather Stewart
 
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Post » Thu May 19, 2011 8:03 am

It seems like Resistance has 30 second respawns now...at least for some portions of the map.

Anyway, I feel like the offense recently cuts through Container City quite easily...not sure if that is due to respawn adjustments in the netvar update, or if it is because of people learning the maps, and how to flank.
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MR.BIGG
 
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Post » Thu May 19, 2011 3:15 am

I'm sure I've said it before, but I'm finding it to be one of the easiest "stacked" attack maps in the game. With even teams of reasonibly intelligent players I think there's a fairly good chance for either side to win.

Refuel, Shipyard, and Security Tower are much more difficult overall, and Resort has a worse collection of single objectives (much easier to stop up the assault at the bridge or hack box).
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Sun of Sammy
 
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Post » Thu May 19, 2011 1:16 am

Shipyard is doable, believe me.


It's just as bad if not worse. If the spawn trap is broken on Container City, the match gets alot better. With Shipyard, it just gets worse on the second phase.
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Sophie Louise Edge
 
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