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Destiny

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3/24/2015 12:30:13 AM
140

OPINION POLL: The Most Unbalanced Control Map

Firebase Delphi

359

Blind Watch

2206

Anomaly

202

Shores of Time

256

Asylum

106

Twilight Gap

54

Rusted Lands

73

Clearly there is something going on here. On almost every Control map, one side is at an advantage from the very start. Sometimes it's a minor advantage; sometimes it's so great that they almost have to throw the game in order to lose. Simply put, these maps are unbalanced. This is nothing new to you, everybody knows it. What I'm interested in is the opinion of players on which maps are the worst. My personal shout-outs go to Firebase Delphi, where Bravo has a choice of two very roundabout routes to get to the critical point B, compared to Alpha's having a simple jog up the hallway to immediately control it; Shores of Time, where snipers on Alpha's team can set up to cover both B and C at the same time, while standing just a hop from the heavy ammo crate, and can camp there the whole match unless Bravo is able to dislodge them; and Anomaly, where both teams are the same distance from B, but one has a route up a wide, exposed ramp with no cover whatsoever, while the other can fairly easily take cover on point B itself. What gets your vote, and why? (NOTE- The poll won't let me give more than 7 options, just name your un-favorite it in your comment if it's not in the list.)

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  • I have occasionally managed to not lag and pull my team from the ashes. But that's usually not good enough. Shores of Time gives a distinct advantage to snipers that I dislike, but snipers are so uncommon anyway it's not a big problem when playing with randoms. Against a clan, it becomes impossible to win. Firebase Delphi seems kinda fine... Blindwatch is definitely against zone A, not because of the suicide doors, but because you have to spend like 1 minute walking across the map, devoid of cover, only to die once and get sent aaaaall the way back to start over. This is what makes it so difficult to capture the other zones; zone A is far away and out in the open. By itself, it's not terrible; it's totally defensible. But the Control action flow always moves to the center of the map, which is just too far away. Also, zone B is really easy to protect with a properly split team...

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