- MrPinke7103
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- Noble Heroic Member
The less than a second latency of online play is a better system to play off of than more health.
You realize this system is just as host based, right? because if you're fighting host, or someone with a better connection to host, and you each start firing at the same time, his BULLETS will register first, giving him slightly more health if the melees happen at the same time.
So would you rather have the BS of both, or just one?
-HaVOk1228
I can sum up my complaints with the map with this one sentence.
Small map with a sword in it.
That relays my thoughts on the infinite lack of wisdom in play here. I was told they designed the map for extreme ffa or close quarters fighting. Why oh why bastardize it with power weapons.
Other than that I see tremendous use for this map (this coming from someone who dislikes most small arena style maps). The vehicles are a nice touch for custom games and using the grav lifts to get them up in a flash can make some fun screw around sessions.
With so many changes to the map I do not even consider it a valid remake of the original (much like elongation, yuck). Though in this case i kind of like what they did. I still need to do some more poking once it comes to match made (only played a little with buddies thus far) but thus far I've found giving everyone at least a BR and starting nades and putting rifles on maps gets the maximum use out of the maps. allowing snipers to spawn in and not really screw people over with crappy dual wieldables in a map which is very unforgiving to those who lack range.
I am however very aware that this map will very likely turn into a control the top fest given the complete lack of cover down below. along with every means of getting to the top (other than spawn there) is very compromising either signal the grav lift noise alarm and have your landing site nade spammed/ fired on, or travel up the rattle cage of a walkway they put in to allowing nades to rattle on down and in such confined spacespretty much assures severe blast damage or more easily plasma filled walkway of doom.
All the while a team that manages to stay on top benefits from an easy fall back location (just take two steps back and no body on ground level can hit you and needs to blind fire nades.
this map will definitely work for FFA as then there will be enough crossfire to kill off most sword users and the lack of co-ordination will prevent that evil set up I just described.
As far as small maps go I'd say it seems to fill its purpose and should be great fun for more fast paced swat or FFA style games and may find a calling for specialty games (rockets, snipers, custom game modes).
I personally ran my own slayer and Territories settings through it and had a blast with some 4 vs 4 (BR/ Brute shot/ nade starts, machine gun nests on, no motion sensors, map default for items on map and ghosts turned on for this perticular map).
That being said This is one of the few maps i feel the brute shot really stands a chance of being a feared item. With long open hallways converging into narrow corridors those four shots of explosive fun can net quite a bit.
So i wait for matchmaking to run some extensive play test but so far its showing promise for what it claims to best serve ( even if I am not particularly drawn to such game types)