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11/21/2014 3:47:42 PM
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Blind watch is completely unbalanced now

It may have been bad before but this is worse, they put C and B so close together and with easy access that it's unbalanced. If they just moved it further away from C then it would be fine but as it stands now B and C are less that a hundred feet away in almost a strait line indoors. My team usually wins but it's because we keep 2 or 3 people at C because then you spawn right next to B and the enemy has to cross the map to even contend B and when they fail it's back across the map they have to travel. Look at my play time, I've played a lot of crucible and winning in this arena doesn't feel like a win, it feels like an exploit. Before you bash this opinion think about when you played whether your team won or not and tell me that you can win by holding A and B without C. All I'm saying is that they should move B to a more neutral location.

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  • Edited by ManBearPigIets: 11/24/2014 8:38:34 AM
    I want to find each and every moron in this game who captures A while their team is winning, forcing them to lose the match because suddenly they are spawning in the middle of -blam!-ing nowhere. And I want to break their console. These people are scum. They are incomprehensibly stupid, and they should be deemed incapable of using a gaming console because they are just too -blam!-ing dumb to do so. They should all be banned until they develop some modicum of rational thought. -blam!-ing assholes, every one of them. I just had 3 games in a row where some -blam!-ing Einstein decides "Hey, our team is winning. You know what would be a good idea? Forcing them to spawn away from the 2 easy objectives, so that the other team can win instead. Sounds like a brilliant plan. I'm going to go breathe in water to clean my lungs, brilliant plan yet again!".

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    • Holding B and C doesn't win Crucible matches on Blind Watch. Having teammates that continue to hang in there despite the score is what wins matches. In the Iron Banner, I was on Team Alpha and Team Bravo an equal number of times. My team won more matches than we lost because we assaulted C until we controlled it and held C while assaulting B until we captured both points. If you lose B or C, then capture A to make the other team double back and then assault the flag you lost one more time.

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      • Here's a 10 step plan if you spawn A side. 1. Spawn. 2. Ignore everything and rush to C. 3. Don't capture C 4. Wait till your teammates start spawning c side 5. Capture C 6. ???? 7. Don't give up C 8. Capture B 9. ??? 10. Win

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        • THIS IS IT. Leave A where it is. Move B directly under the rooftop/at the end of the hallway. (Both sides have a sniper vantage point and multiple paths in) Move C to where "c heavy" is now.

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          • Cap A only at the beginning & send 2 to keep B busy & only to distract them as much as they can. The other 3 should approach C from the roof with 1 staying up there for backup while the 2 at B join em if possible. While capping C look at the corner where special spawns to prevent the other team from spawning there. Afterwards slay and cap B while at least 1 stays at C warning others if enemies approach C, 1 should roam around all levels between B & C as backup, preferably a person with good gunskill to help out C Keep C spawn at all costs afterwards, priority over B at any given time Easy spawn flip & ease in capturing while gaining a ton of points A fireteam of decent players can best out tryhards this way lol the most effective approach i tried so far

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          • Everyone immediately rush to C! Yeah blind watch sucks.

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          • Leave A alone. Cap C. You've flipped the spawn point then. Then guard C and cap B. I suck at PvP, but that's how we were winning IB yesterday.

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          • The worst is when you realize that you are trying to cap C by yourself, and when you die and re-spawn all of your team is standing on A. Guys, you know why it's easy to cap this? Because the other team doesn't care about A. Maybe they know something you don't?

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          • Old news really... the only time i ever say anything in pvp over the mic is on that map. Whoever owns A loses 90% of the time. Normal crucible who cares really only matters a bit more in IB.

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          • It's not supposed to be balanced. It's supposed to be a battle for map control. It's the people that have A and keep rushing B over and over that don't grasp this. If you spawn A you instantly rush C and flip the spawn ASAP. That right hand lane from A to C doesn't get nearly enough use as it should.

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            • Ive won spawning at either location but when I usually start control and I see that only two players, myself included, are the only ones not capping the spawn point and going somewhere else, I know we already lost. You know, that feeling when you run towards B and all the blue dots on your radar stay back holding either A or C... smh..

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            • It's definitely a map which should be taken a look at, but I will also say that as a guy who has had to shoot and claim B from A, I can typically do so. It's not about being able to though. You need to have a very steady hand cannon to do so. The Devil You Don't is usually what I bring next to Thorn obvious reasons. It really does boil down to which team has the better slayers for capping objectives. Against a good team though, players need to exercise extra caution. Something the average Destiny player doesn't really understand.

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            • No it's not. Instead of the typical map, C is the contending zone that needs to be controlled. The people at A need to control C, while the people at C need to keep it. B comes with holding C. A hard push from the people at A to B will cause the people at C to move to B, opening then opportunity to cap C. Easy map, fun strategy.

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            • I've seen good teams spawn at A, rush C, take it then head to B from C, and spawn flip in under a minute. Won't happen much with a random team as 4 players are almost assuredly going to stay back and cap A, but it can be done.

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              • Edited by SAScourge: 1/20/2015 1:53:46 PM
                On another note: [spoiler]When you see some idiot on your team start capping A, immediately run to C stand in the circle and stay there. It blocks the spawn and keeps the enemy from spawn-flanking you.[/spoiler] TO ALL THE SCRUBS THAT TRY TO CAP A: Do not use this tactic as a reason to go cap A and then try to absolve yourselves of stupidity by blaming your teammates for not sitting on C while you were acting a fool and capping A.

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              • Holding C on this map is crucial. Basically for reasons you have stated. C gives you the best spawn and you can capture B more easily because you spawn so close. If you hold C it is a matter of time before you obtain B. When I play IB or regular control my fireteams have never captured A and we have won I would say 95% of the matches played on this map. The most lopsided map is still Alpha Delphi where if you hold A the game is literally over.

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              • It pisses me off if my team controls B and C and some scrub goes and caps A which flips the spawns... And then we lose a 5k lead and the match...

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              • Edited by SAScourge: 1/20/2015 1:36:55 PM
                Yep, worst thing is when my team is winning easily holding B and C, and some scrub goes to cap A. As soon as our teammate is on A, the enemy can spawn anywhere, so we get flanked, and lose C. Losing C means losing B, and now we are spawning at A and watching the score even out. The other team knows how bad it is to spawn at A and want no part of it, so even if we can temporarily recap B or C, we still sometimes spawn at A, the enemy maintaining its strategic advantage of spawning at A. Its called "control"... not "domination". Control where the enemy spawns and feed them into your meatgrinder at B. Note: This is the biggest example I can think of where the "high ground" is a disadvantage.

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              • The problem is real and it is worst at Blind Watch, you were right to point that out. Will we ever get a perfect balanced solution that will not put you at a disadvantage if you spawn on the bad side? I doubt it because some of the older maps are just designed too asymetrical, Rusted Lands & Twilight Gap are the exception (I feel it doesn`t matter on which side you spawn first) The new DLC maps are a lot better balanced for control imo and even Asylum might be better suited for control than Blind Watch. Maybe Bungie will change up the rotations, but simply messing around with the CPs at every patch, won`t fix the problem.

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              • Whoever holds C and B almost always wins. I hate when teammates go to capture A. I wish more people would read this and understand it. If you want to win the match on this map, you just have to sit back and defend those two positions. They'll come to you.

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              • It's can't be unbalanced.. there are no set side for each team. You could start the game on A but not even hold it most of the game. Your rant is pointless.

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                • 0
                  I agree. I like that they closed the sniper window, but the rest of what they did turns that map into another close quarters shotgun brawl. Not fun, especially considering it used to be a map that you could gunfight with people on.

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                  • It's the same on all the maps Shores of Time The team that takes and holds B and C is guaranteed one of the two Heavy ammo spawns, and can let the other team bring the other Heavy to them, Both objectives only have 2 entrances to them, both of which can be easily locked down, and it's a quick run from C to B, with lots of cover to defend behind Firebase Delphi Team that spawns A side can send 5 guys to B and have A+B capped before the other team gets C. At that point it's easy to set up a meat grinder, and not uncommon for them to get both Heavy Ammo spawns. Twilight Gap Regardless of spawn, the team that can cap A and C has the best chance of winning. Easy to defend, access to both Heavy Ammo spawns, and it takes about 5 seconds to get from one to the other. Rusted Lands Again, the team that spawns C side can cap C and B before the other team gets A. At that point they can sit and hold with access to the Heavy spawn, and let the other team come to them.

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                    • Edited by Nuadin II: 1/16/2015 6:01:41 PM
                      I always thought Blind Watch was unbalanced, and when my team and I would play we'd protect C. I now hate the placement of the new places. It does feel even more unbalanced... but not only that... it's no longer a fun map. It was previously fun because there were many points to hit C. Though Bravo started with the advantage because they had the tower to cover C and B. I miss that hallway being lit up. The map is boring now and even more unbalanced. B is a bit awkward because you have three different routes enemies come through, one from an awkward direction. It's not bad to have three possible attack points (in fact, I encourage it), it just seems awkwardly placed next to the stairwell.

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                    • Edited by KappaNicca: 11/25/2014 1:17:25 PM
                      They definitely need to move the points. If they would move b more to the door closer to a, maybe it wont be so horrible. Or they should put a back where it was. Leave c where it is and put b in the upper area above where b used to be. Idk maybe the map is just too fvcked. Right now tho its either no diff or worse than before

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                      • Easy solution for everyone here: team up with the people b**ching on this page. Or keep on going into IB with random groups and coming back here to piss and moan. Your choice.

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