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@RanzigeRidder2I do think Haven and Stadium are among the worse maps.
I don't quite get your complaints about maps having disconnected sections, but putting Orbital as #1. Almost every sector in Orbital is decently far away from the rest, annoying to reach and you have to deal with the slow capture time. The rocket is often empty, the cryogenic plant is often empty, at least the rocket hangar is better but I'm starting to despise the rooftop camping.
While Hourglass is basically 2 disconnected sections, there is still things happening in each and with the objectives more tightly packed, you can have some actual momentum with your team when trying to attack the objectives around the skyscrapers, unlike trying to solo attack a rocket in Orbital. The 2 parts being disconnected means if things are too hectic in one section, I can spawn on the other and PTFO there, and I like that.
I think Breakaway has a nice cluster of objectives, and only A/E are really disconnected, and out of those I'd say E is the way worse offender as E2 is borderline impossible to hold for the opposing team due to how close it is to spawn, and railgun tanks love to perch there.
I also don't see Kaleidoscope's disconnectedness as too much of an issue, as most of its disconnected objectives are pairs of points rather than a single point, and again you can have good momentum with your team. Usually people will hang around the top of the skyscrapers, so the bottom points are easy-ish caps, and then the fighting gets going.
While I think Exposure's wide spawns that people sit in are definitely an issue, I think that's a game design issue and not a map one. You should not be able to shoot out of or be shot at in your spawn, and ground vehicles should not regenerate HP when inside it, at least on Conquest. There are too many opportunities on too many maps for rat-like behavior where annoying vehicles (especially TORs, again) will just scurry off into their spawn when pressured. Maybe Exposure's RU hill can use a bit of tweaking, and that's it.
I don't really see your issue with Renewal either. Both teams have 3 points on their side, only E1 is a 4th point that's a bit more towards the RU side but I feel that's not a big deal, that point is often permanently contested by both teams anyways and it's fine.
I feel if solo capturing was faster, disconnected objectives would be less of an issue.
My issue with 2042 map design would be annoying railings that can't be shot through, and annoying gaps in terrain that can be. Think this electric box on Train:
Hourglass trucks are like this, for example.
- RanzigeRidder22 years agoLegend@Lady_One Did you read from what perspective I rated my maps? I said Conquest 64. The cryogenic plant on Orbital is not part of the CQ64 layout.
Neither is there an E objective on Renewal on CQ64. On CQ64 one side only has the A sector (2 objectives) on their side of the wall, the other side has C and D sectors both having 2 objectives each. B sector (just 1 objective) is in the wall. As Conquests ticket drain depends on sector majority do you still not see the issue with one side having 2 sectors on their side of the wall, a wall that acts as a funnel for infantry and ground vehicles?
The disconnect of Kaleidoscope I referred to is that the nature of each sector is completely different. They feel like 3 different maps and not 1 coherent map, which Orbital is to me.
I do recognize the issue with open railings that act as solid walls. Similar to this is the issue with trees, if you think you can peek around a tree and fire a RPG you’re often rewarded with an explosion in your own face.- sk1lld2 years agoLegend
I would have put Exposure and Manifest closer to the top but feel the list above is pretty accurate.
- Lady_One2 years agoNew Ace@RanzigeRidder2 I missed that part, sorry.
- RanzigeRidder22 years agoLegend@Lady_One No problem, you can still present your perspective.😁
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