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I'd love to tell you....but I can't even get a match to start on Conquest 128 AOW...been stuck on waiting for players for 5 minutes.
Oh...here we go then.
Back soon.
Kap.
@Kaptyn027That’s disheartening to hear for us that have issues with match making.
Is it released already? Thought it wasnt until 12 UTC? Swear thats what I read somewhere
A total pile of crap too easy to be pinned into the home base on break through and too easy for spawn campers another map I won't be bothering to play like renewal
I feel that it need more shipping containers, you can never go wrong with more shipping containers!!!
The map it's ok but it feels to me like a better version of Discarded, so kinda hate the lazy design and lack of imagination from the devs. Overall the map is ok.
- I_DYN4MO_I3 years agoSeasoned Ace
Pro's -
Smaller map size = better performance, less running between objectives, more action
Plays very well in all game modes including Rush
Plenty of cover
Gives infantry players something to enjoy
C0n's -
Very little, if any, new assets have been used to build the map unlike Exposure
Feels lazy considering the game is already heavily starved of content
Nothing unique or innovative about it
- Straatford873 years ago
DICE Team
@harpoon77 wrote:
A total pile of crap too easy to be pinned into the home base on break through and too easy for spawn campers another map I won't be bothering to play like renewal
It's barely been available for an hour - have you truly tested Stranded? We're curious about your feedback. But be sure to give it proper a play first.
- @Straatford87 My guess is that he got a very bad team the first match…
Played 6 games and everyone the same spawn campers and pinned just like renewal has become.
I'm quite liking it.
Plays well on Conquest.
Lots of cover between points.
Was a bit worried about the high sightlines on the ship but there's nothing up there to fight for so if you want to be useless sniping from the deck then "go for it", you'll achieve nothing up there.
The interior of the ship is very good.
Very tight choke points in the central cargo holds from bow to stern and some even tighter (flashback to lockers time!) passageways down either side of the ship.
Very good placement of explosive barrels with flammable fuel (molotov anyone?) create a good delaying defensive barrier.
The zipline entrance under the bow of the ship and the associated interior balcony overlooking one of the "C" flags is a bit of an advantage for the US team capping the inside flags as the Russians don't have this same option.
The high tower with all the ziplines is DEATH.
Saw a couple of guys last about 5 seconds up there and that was it.
Would like to see what happens when a couple of "Irish's" with barriers and sentinals team up with some ammo and AA though. That could be very effective.
Played Breakthrough defending and it was pretty good also.
Pretty sure my team let the attackers take the first point though just so we could see the others.
Second point is very strong for attackers with the afformentioned zipline and overlooking balcony. This is likely to change though when a few more emplaced turrets are ready to sweep that upper balcony constantly.
The third flag is good for defence and is where our team held them pretty easily.
Again, once a few turrets are available this flag will be VERY hard to take.
Overall.....pleased to have another pretty decent map.
The extra content (and improved content) is making a difference.
Thanks to the dev team for your efforts.
Don't stop yet though....you've still got a fair bit of catching up to do.
Kap.
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