Proposed Container City fix

Post » Sun Aug 16, 2009 4:50 am

I have not been on the security side when this happens but I have been on the resistance around 9-10 times. It is far to easy to keep the security on the docks unable to leave their base. There needs to be either a 3rd exit or a flanking position over the first major opening in the level. I propose the add a 2nd story container with windows to allow the security to clear the area if being camped. Something similar to whats above the door that must be destroyed would suffice. I think the best place to put it would be stairs at the end of the dock and have it viewing the first opening from the side. Not sure if i can get the photo to post but I will try.
http://www.flickr.com/photos/awayman/5723976419/
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Shiarra Curtis
 
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Post » Sun Aug 16, 2009 5:50 am

I've decided it's securities fault if they're stuck in their base, its not hard to push out if you try.
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SaVino GοΜ
 
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Post » Sun Aug 16, 2009 4:18 am

I've decided it's securities fault if they're stuck in their base, its not hard to push out if you try.



That could be, but the fact that this happens a lot and is so easily done. I have seen it done in many situations even when there was 4 heavy's on the other team and they still couldn't push out. Plus the fact that there is a health command post so close to the resistance base. It wouldn't be a game changer to allow them to snipe down onto that open area. Its a pretty boring game if this happens. You could state they need this or that class but if a team has to change all their rolls just to leave their base then something is wrong..
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A Dardzz
 
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Post » Sun Aug 16, 2009 6:31 pm

I brought this up in a earlier post. Container city is the easiest to do this on and I have both done and been on the receiving end of the trap, no fun. Few other maps also have this later in the match their will be a choke point where there is only one entrance for both teams. When that point is reach the defenders just set up turrets and camp the entrance and it is hard as hell to break threw. I do agree their has to at least be 2 or 3 routes to take to keep the pace flowing. The idea for container city is a great idea at least be able to lay down some cover fire for teammates, as of now defenders have the best line of sight at the beginning and it shows easily.
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Judy Lynch
 
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Post » Sun Aug 16, 2009 8:20 am

For Container City and also the second part of Aquarium, there need to be routes that get around the back of the Resistance blockades that are inevitably and invariably going to be set up. It's too easy to choke an attacking team in their spawn. A way behind would allow the attacking team to break chokepoints while not breaking the game, at least in the case of escort missions.
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kirsty joanne hines
 
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Post » Sun Aug 16, 2009 8:41 am

I thought that the choke point on this map was ridiculous too because when I was resistance they all went for that little hole next to where they plant the bomb, but I have also played on the security side multiple times and I have usually come out on top unless the other team was just a lot better than my team and I. I dont know if you know this but there are two additional ways to flank the resistance. To the left of the bomb plant area there is a door that you have to hack to get by. Usually the resistance wont go that way so its an easy hack. Also when you get out of the security spawn to the right of the bomb plant there is another way to flank. Just requires a little parkour up the wall and your right behind them. Let me know if this helped
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naome duncan
 
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Post » Sun Aug 16, 2009 12:45 pm

I thought that the choke point on this map was ridiculous too because when I was resistance they all went for that little hole next to where they plant the bomb, but I have also played on the security side multiple times and I have usually come out on top unless the other team was just a lot better than my team and I. I dont know if you know this but there are two additional ways to flank the resistance. To the left of the bomb plant area there is a door that you have to hack to get by. Usually the resistance wont go that way so its an easy hack. Also when you get out of the security spawn to the right of the bomb plant there is another way to flank. Just requires a little parkour up the wall and your right behind them. Let me know if this helped


This is not about what you are referring to sir. The security team cannot even leave the docks because the resistance has taken over the open area where the door and your flank locations are.
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Auguste Bartholdi
 
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Post » Sun Aug 16, 2009 5:29 am

If you don't get that first plant, game over.
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Sabrina Schwarz
 
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Post » Sun Aug 16, 2009 1:24 pm

Yes, i agree it is VERY VERY hard for the security to try and escape once this has happened. I think that there should be another spawn turret somewhere to help protect this from happening.
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matt
 
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Post » Sun Aug 16, 2009 4:46 am

SVER and their damn OP maps. Hard as hell to attack their Container City base. Freaking EASYMODE. :wink_smile:
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Margarita Diaz
 
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Post » Sun Aug 16, 2009 6:07 am

If you don't get that first plant, game over.


I have seen this happen even after the bot is through the door and almost to the first resistance spawn.

Im not sure if adding or moving the turrets would help. It may though. Or at least make it where the 2nd exit from the docks have high ground over the first open area.

Its by far my favorite level just this issue needs resolved.
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^~LIL B0NE5~^
 
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Post » Sun Aug 16, 2009 7:00 pm

I have not been on the security side when this happens but I have been on the resistance around 9-10 times. It is far to easy to keep the security on the docks unable to leave their base. There needs to be either a 3rd exit or a flanking position over the first major opening in the level. I propose the add a 2nd story container with windows to allow the security to clear the area if being camped. Something similar to whats above the door that must be destroyed would suffice. I think the best place to put it would be stairs at the end of the dock and have it viewing the first opening from the side. Not sure if i can get the photo to post but I will try.
http://www.flickr.com/photos/awayman/5723976419/


if you just rush and plant on the gate you can blow it before they get there
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TIhIsmc L Griot
 
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Post » Sun Aug 16, 2009 3:22 am

For Container City and also the second part of Aquarium, there need to be routes that get around the back of the Resistance blockades that are inevitably and invariably going to be set up. It's too easy to choke an attacking team in their spawn. A way behind would allow the attacking team to break chokepoints while not breaking the game, at least in the case of escort missions.

There are plenty of routes on Aquarium you should learn the map better.
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Tanika O'Connell
 
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Post » Sun Aug 16, 2009 10:44 am

if you just rush and plant on the gate you can blow it before they get there


What? You don't think we TRIED that?
Easier said than done.
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Samantha Wood
 
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Post » Sun Aug 16, 2009 5:41 pm

To the left of the bomb plant area there is a door that you have to hack to get by. Usually the resistance wont go that way so its an easy hack. Also when you get out of the security spawn to the right of the bomb plant there is another way to flank. Just requires a little parkour up the wall and your right behind them. Let me know if this helped


Yes, but what happens when the Resistance is camping the open area the Security has to go through to get there. That's the problem. I agree there should be a third way out of the Security spawn area, but it's probably too late for that. I really think if they isimply ncreased the spawn time for the Resistance, they would not be so overwhelming and would cause them to play more cautiously.
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Lynette Wilson
 
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Post » Sun Aug 16, 2009 9:06 am

Even if you bust out of the first area, you then have to push through the enemy spawn. The path is right next to the enemy spawn so as soon as you kill them, they respawn and harass you. It is near impossible for offense on this map given remotely even teams. This is one of the worst maps for offense, it is so bad it should probably be removed from server rotations.
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Pixie
 
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Post » Sun Aug 16, 2009 11:34 am

i've actully had this happen to my game playing all bots i managed to keep the resistanc from blowing the baracade with a mine in the opening area and all the holes in the wall with a turret as back up. I've also been on the security side where ater the bioweapon/vaccine is up for grabs and the resistance sets up turrets to the left of the final objective. (assuming your coming from the area the baracade could be created.) to blast anyone who manages to leave the garage area or tries getting in.
My personal tactic as a engineer resistance member is to plant a mine or mines on the objective and camp with a turret inside the small area it usually works unless they blast me and my turret before i can re-plant mines
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Project
 
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Post » Sun Aug 16, 2009 9:57 am

As long as i'm at the start of the game on security on CCity, we dont get trapped. But if i join a level, and they are camping, i usually just go operative and toss caltrops up there for points.

There needs to be a fix. It's very ridiculous when i have to NOT complete the objective to get the most points on an offensive map.
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Kyra
 
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Post » Sun Aug 16, 2009 2:10 pm

Well placed Gatling turrets turn the tide easy enough, pushing through only becomes a problem when every person on the Resistance side finds cover, then I have to switch to Soldier in order to throw enough grenades to drive enemies out, then I have to switch back to engineer to help repair the bot.

Though tedious its less of a problem than an annoyance
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Steven Nicholson
 
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Post » Sun Aug 16, 2009 9:06 am

Agreed. It's not impossible to win from security, but that first chokepoint just past the gate is brutal. You do have a flanking position, but they have two flanking routes on that position. Coordinated heavy assaults seem to work best and if you can get past the bridge and set up a turret or two at that corner along with mines and caltrop grenades you can control that area long enough to push the bot past into easier territory. The gate itself though I don't find all that much of an issue. A turret at the major slide through tends to even things up, you just have to make sure not to place it stupidly so they don't just toss a grenade through and disable. The side door also provides a nice covered flank for gate control, if you do not open the door. You can literally sit under 75% cover and just blast anyone trying to make a run at the charge through the gate. If you are getting pinned on the docks by that one short flank just use the stairs right in front of the gate area to flank them, just watch out for satchel charges and turrets in that tight spot. It is pretty crucial that you at least get control of your own approach. If you can't hold it then you're team had no chance of completing the rest of the mission anyway.
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Jordan Moreno
 
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Post » Sun Aug 16, 2009 4:38 am

Brink is an Offense/Defense game, it's going to be harder for the attacking team on pretty much every map at every turn because that is the nature of the game. There are two exits from the docks, group up, get smart, and play through. The resistance is far enough from their spawn that if you knock the team back you have time to play through.

Stop asking for things to change because you fail and learn how not to fail.
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Ysabelle
 
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Post » Sun Aug 16, 2009 7:03 pm

Container City is actually pretty easy to maneuver... I've had a guy camp near the flanking position for nearly the entire match (I was killing him off) But all he did was camp... he didn't even bother to open up the flanking route... I don't know, I haven't really experimented that much, it does feel a bit too easy on that particular map (While playing are Resistance) considering the top flanking route is guarded most of the time, so it's pretty easy to have a small killing spree there meaning that that particular route is out of the question... But then again there is the advantage from the other flanking route... the problem is, that the main objective is wide open (as stated earlier) making it a brutal crossing... therefore, 3/4ths of the team is trying to plant a charge and defend it, while the remaining quarter does miscellaneous stuff, meaning that that particular flanking route would be taken by the Resistance and used as an easy crossing to obliterate the team from every side.

So yes, after all of my thoughts going down in print, I think that Container City is practically the D-Day landing for the Security. Not impossible though, if you have a good balanced team, one that really pays attention to all of their sides, you can easily get passed that portion of the map.

Now that I think of it, most of the map is literally close quarters, so maybe it was intended for the Security to have a tough time? If that was the case then it would be very interesting to play through it, being pushed from every direction trying to complete the mission... But I haven't gotten any farther then anyone else with Security, (Well on multi...) So I don't know about the rest of the map... It might be a complete hell-hole at the very last portion if the Resistance contains players even with average skill.

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Britney Lopez
 
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Post » Sun Aug 16, 2009 12:11 pm

Yes, but what happens when the Resistance is camping the open area the Security has to go through to get there. That's the problem. I agree there should be a third way out of the Security spawn area, but it's probably too late for that. I really think if they isimply ncreased the spawn time for the Resistance, they would not be so overwhelming and would cause them to play more cautiously.


Oh i'm sorry I didnt realize u meant just right outside the spawn. I havent had that happen to me before, but I think that if they increase the spawn time for the resistance then we would have another problem because if they just have 2 or 3 medics then the medics could help spawn camp and if one of their own was downed then they could just revive them right back up. The only thing I could think would be maybe to play as soldier with both flash bang and molitav cocktails at ur disposal and maybe that could help u push through.
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Eibe Novy
 
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Post » Sun Aug 16, 2009 6:59 pm

As long as i'm at the start of the game on security on CCity, we dont get trapped. But if i join a level, and they are camping, i usually just go operative and toss caltrops up there for points.

There needs to be a fix. It's very ridiculous when i have to NOT complete the objective to get the most points on an offensive map.

Yah thats how it has been for me. I actually havent been on security once they started camping, and I have been playing a lot of multiplayer games but this does sound like garbage. Almost the the cod 4 spawn on bog when you played sabotage. It was ridiculous and if the brink spawn reminds me at all of those wasted games on cod 4 then I would just have to back out and hope that I get into a real game without the spawn campers
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Carlos Vazquez
 
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Post » Sun Aug 16, 2009 3:58 pm

SVER and their damn OP maps. Hard as hell to attack their Container City base. Freaking EASYMODE. :wink_smile:


:clap: :tops: :evil:
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Jordan Fletcher
 
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