Forum Discussion
reconzero
3 years agoSeasoned Ace
@Cheese9Man
First, sniping on this map has been seriously smacked down with many of the famous cliff-side hidey holes having been either entirely removed or turned into kill zones. I would make a list here but I don't want to take up our whole night.
What has been left in the way of decent sniper perches are just a fact of the game. If a player doesn't know where the danger spots are then that's more a question of poor map knowledge than bad map design, imo. If a player doesn't have a viable counter then that's more a question of learning new routes/methods of movement and not a question, again, of bad map design. Again, imo.
I spent many, many seasons learning how to move around this map without putting myself in harm's way, without attracting undue attention, and with the goal of getting to the best possible circle entry point. My gun skills may still suffer, but even with the shorter timer, I almost always get where I want to be, Vantages or no, without being molested by enemies. I wish I could say the same for my squadmates, who (as most players do) drop where they drop and then move on the shortest possible straight line to the circle. And they wonder why I'm off in the hinterlands... right up until they die encircled by three different squads.
Short version: this map has suffered enough changes already this season, changes which mostly short-change snipers. Enough is enough.
First, sniping on this map has been seriously smacked down with many of the famous cliff-side hidey holes having been either entirely removed or turned into kill zones. I would make a list here but I don't want to take up our whole night.
What has been left in the way of decent sniper perches are just a fact of the game. If a player doesn't know where the danger spots are then that's more a question of poor map knowledge than bad map design, imo. If a player doesn't have a viable counter then that's more a question of learning new routes/methods of movement and not a question, again, of bad map design. Again, imo.
I spent many, many seasons learning how to move around this map without putting myself in harm's way, without attracting undue attention, and with the goal of getting to the best possible circle entry point. My gun skills may still suffer, but even with the shorter timer, I almost always get where I want to be, Vantages or no, without being molested by enemies. I wish I could say the same for my squadmates, who (as most players do) drop where they drop and then move on the shortest possible straight line to the circle. And they wonder why I'm off in the hinterlands... right up until they die encircled by three different squads.
Short version: this map has suffered enough changes already this season, changes which mostly short-change snipers. Enough is enough.
hayhor
3 years agoHero
@reconzero Do over half the teams in your lobbies favor rotation and position over killing?
- reconzero3 years agoSeasoned Ace@hayhor
Almost none do. I assume that's a feature of scrub lobbies, and that if I ever got a tougher group of opponents then I'd see more people playing this way. As things are, whether it's a game feature or just a lower-skilled lobby thing, it definitely works to my advantage, so I'm all for it. Even when it's my own clueless squadmates, I have no business complaining. I'm just constantly surprised by the team slayer mentality because it seems so obvious to me that you can't play this game in that way and expect a good result. I assume everyone else would come to the same conclusion. WRONG.- hayhor3 years agoHero@reconzero OK well cheese is playing in lobbies like that. To get that far you have to know how to rotate. Or be in a 3 stack of slayers but even those people wise up when you have to get to top 5 just to get positive points.
So the teams that drop in those areas have huge advantage if they realize they have zone. You can't push because there are people at each spot.- reconzero3 years agoSeasoned Ace@hayhor
If you're saying that one squad with one or two snipers can completely lock down one of those areas to the point where movement - leaving aside the push - is not possible... then I have to take you at your word, although that couldn't be less true for me when I play that map. So now I'm asking myself: is this "problem" real to the point that the map is really uncompetitive at higher levels of play, or are higher level players somehow more rigid and less creative in their ability or willingness to address the way maps play? I ask the question because I see the vast majority of players every single day who try to force the game to conform to their personal idea of how it should work, rather than adapting their own gameplay to the way the game actually does work. I assume this is an issue across all skill levels, especially when I see high-profile examples like the gold knock-down shield. This seems like that to me.
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