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Edited by Kind of Ben: 3/25/2015 11:13:33 PM
2
How is Blind Watch more unbalanced than Firebase Delphi? Bravo spawn is absolute garbage on that map. You spawn low, have a rough time getting into B, and it's [i]very[/i] hard to contest any part of the map when you spawn down there. Alpha gets the high ground, an easy (and nadeable) route to B, and excellent contesting position to start with-- they're either at or above the same level as anyone on Bravo spawn. I nearly quit when someone flips spawn to C on that map. If you spawn at C, you literally have a choice between floating into the B window and immediately dying, running around through the heavy spawn and immediately dying, or flanking to the Alpha side B window and getting pretty much shredded (and immediately dying).
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  • I think controlling C and B on Delphi is an even easier win than A and B. A has one funnel into B that forces people to go uphill to get there, easy shooting down a meat grinder tunnel to rack up kills with 3 people just sitting on B the entire time. No one comes in from the hole in the wall above B, like ever. Meanwhile C has two ways to come towards B and if you're window watching you can be flanked from behind by someone who took the "long way" Of course when you get a team stuck in the I need to jump through the window mentality the kills can rack up quickly. But people are way more apt to take the "long way" to B from C than to use the hole in the wall to A from B.

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  • Edited by Kind of Ben: 3/26/2015 9:57:11 PM
    That's pretty weird actually...it's like we're talking about two different maps. I'm not calling you a liar or an idiot obviously, but my experience on Delphi has been pretty much the opposite of what you described. [quote]A has one funnel into B that forces people to go uphill to get there, easy shooting down a meat grinder tunnel[/quote] Eh, only if your team is actually weird enough to go down the ramp out of spawn then back uphill to B. 90% of people I play with just run straight to the door and jump the gap. The tunnel's never been much of a meat grinder for me; sure it's a long sightline, but that works both ways. Destiny's grenades work just as well uphill as down, and most people on B won't even throw nades because of the distance. The B room is so small too that enemies anywhere don't have to try very hard to get a damaging nade in the door. [quote]No one comes in from the hole in the wall above B, like ever. [/quote] Again, I can't believe we're talking about the same map. I use that hole all the time, and when I'm defending B, an equal number of enemies attack from there as do from the hallways. Plus, Alpha team has that underpass directly below B. Not exactly a route to B, but it gives them 100% safe access to contest half of Bravo's routes to B. [quote]Meanwhile C has two ways to come towards B and if you're window watching you can be flanked from behind by someone who took the "long way"[/quote] Yup. This is a thing. [quote]Of course when you get a team stuck in the I need to jump through the window mentality the kills can rack up quickly.[/quote] Yup, this is also a thing. This is why spawning at C usually equals a guaranteed loss for me. [quote]people are way more apt to take the "long way" to B from C than to use the hole in the wall to A from B.[/quote] Again, that hole is heavily used when I play. People do take the long way around the circle, but not quite as much as people use the hole. It amazes me how two people's experiences in the same space can be so different....crazy.

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