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.
@reconzero"And I get wanting to drop where at least one or two other squads drop. It's a shooter and people do seem to want to shoot. But the longer you put off the fight then the better off you'll be. Statistically. And in terms of loot. Food for thought. "
I agree with your thinking, but at the same time this is true if damage and kill counts are not what you want, but rather to be one of the last 2 or 3 squads standing.
Some people on my team want to engage immediately so that they can rack up damage. I have only broke 1000 once, but I have seen others break 2k and they are very aggressive. I love playing with them when they work as a team with me, because they help me relax and I can do some real damage with them.
But here is the kicker. I won't know if the jump master is someone that is really good and will break 2k before the end of the match or someone who just wants to end his squad early as they drop us in hot.
I kid you not, once a teammate rebuked another teammate of mine for finishing off an enemy. His comment was, "Let them heal!" He found them to be noobs and wanted to rack up as much damage as he could.
So funny.