3 years ago
Remove Kings Canyon
The map is way too small. If you start a fight, every team across the map converges on your position. You don't even get chance to heal, its just one team after another, after another. If you use a...
I usually hot-drop straight out of the ship and go vertically down (so edge drop). There's usually only one or two teams - that's sustainable. You can fight that and win most encounters if you think tactically and put the third team between you and your initial opposition, and rotate around the fight rather than straight through it to prevent revives etc...
The problem is, once you've dealt with your one or two, because of the sounds being so audible at long ranges, people in the next region hear it, and traverse to you - so that's usually 3-4 additional teams heading your way... and the audio doesn't stop in the next area, its usually those on the NEXT area from those that start heading your way too.
You may luck out and get them to engage on each other before they reach you, but you need to have completed the following IN THE TIME IT TAKES FOR ONE TEAM TO TRAVERSE A SINGLE AREA:
If you're operating in a scenario where the opposition team does not have any transition abilities to move through the surrounding areas quicker, and they're not stopping to loot at every building or pill box. The entire fight has to be concluded within 30 seconds - which is unreasonable unless the initial teams are fully exposed and have low armour or heals.
I raise this as a concern because I was fighting artillery from drop. One other team landed with us. We fought the first team, and killed two of them within about 60 seconds. One ran away that we thought was a Crypto because a drone scanned us. The Crypto was part of another team from the tower connected to artillery. We wiped that team. Then another team came from behind artillery (I don't know that area's name), and while they attacked us, we quickly fell back to the building next to the climbable wall area to heal, and reload, and another team came through the wall.
While they were pushing on us, ANOTHER team came through the tunnel to engage on the team that came from behind artillery.
That's SIX teams converging on one spot because of a fight breaking out. This being an area that only has TWO connecting drop-sites (Tower, and that bit behind). People were coming from Containment, Radar, and that bit near run-off... just to get involved in a third-party fight, all in the first zone, all in the space of about 2 minutes.
When we finally died, there were 9 squads left, and 3 squads still in the Artillery area (even more turned up) even though it was no longer in the zone as zone 1 was closing.
It's utterly ridiculous.
@Stevoyd
What I don't like about Kings Canyon in geometry is much like Olympus. It isn't explicitly segregated into mini maps, so you can cross map from key areas in many directions into other regions. KC has some definitive segregation, but there are wide areas that are open to snipers with nearly 360 degree aiming. this makes traversing some ares very uninviting.
@MrGreenWithAGun
You're referring, I assume, to the upper river valley starting at Containment and flowing south. It's a huge bowl with lots of overlooks, and is definitely a sniper's paradise. And with one break, you get a repeat of the effect at Cage. These are areas you don't go through. You go around. Valk helps most, but so does Pathfinder or even Wraith. And now, with mobile jump towers, everyone's a Valk.
As soon as you stop thinking of these spaces as your graveyard and start thinking of them as someone else's it gets a lot more fun. Assuming you like mid-to-long range poking.