So playing more PVP in Iron Banner this week, I noticed that I started completely avoiding taking A on Blind Watch. If you control B and C you can re-spawn and get back to defend B way faster than if you control A and B. I don't think the change they made awhile back helped that much. I'm starting to think Blind Watch just isn't good for Control. I thing maybe it would be good for 1 Flag CTF, with the flag sitting back inside near B where the Heavy Ammo Spawns.
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Avoid A like the plague. There are several maps with zones that you generally want to avoid capturing, except under specific circumstances.
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Edited by Prof Sheitbag: 3/23/2015 9:51:51 PMThis is what Bungie has done with the gametype - there are typically two points you can control together much easier than any differing combinations. Blind Watch - C is where you hope to spawn, just so you get the point from the jump. Then you can control B with ease. Firebase Delphi - Just the opposite - you want A. Then you can control B while watching your enemy team basically funnel through the 2nd floor entrance way from C trying to take B. Shores fo Time - C is where you want to be from the jump with a nice sniper. This is the one map I would say the Ice Breaker is great for PvP. Holding C and covering B while keeping the enemy spawning at A will get you a win nearly every damn time. Twilight Gap - This is one of the more "balanced" maps, as it really doesn't matter where you spawn (A or C). The name of the game here is taking B, and either side is basically a trek there. A has a slight advantage as most of the time you spawn outside, so no building to exit to get to B, but C spawn can give you an elevayed advantage on your way to B. Rustlands - You want A and B. C is way over in the corner - A is in a nice room with a stright shot to B. C spawn has you so far from everything it is ridiculous (just like Blind Watch). Unfortunately if you are up against a team that knows what they are doing, where you come into the match is crucial. If you are spawning at A on Blind Watch, with a team who knows how to hold C and B, and gives no shit about A, then you are toast. Same with a majority of maps. Bungie has done this forever - very few maps from Halo 2 onward were "fair" in regards to team starts. There are a few that come to my mind from Reach: Countdown was one where one team spawned at the third floor, with the other team spawning at the ground floor. This made SWAT so easy for the team with the advantage of higher ground - you could easily anticipate where everyone was coming from, especially if they tried to rush you from the lifts. And corridors could be guarded with ease, so the team that starts at the bottom is already losing before a shot is fired. I remember Sword Base being this way as well - if you spawned on Red side, you had the advantage of accessing higher ground (yet again) from the jump, while Blue had to race to get there. My bud and I would love getting red side: spawn, go up to level 3 and just start picking people off down below. If you were knew to the game, you had no idea what was going on. If you were a veteran spawning at Blue, then chances are you were cursing at your screen. Halo 3 had Higher Ground (appropriately named) - if your initial spawn was on the beach, then you were at a disadvantage. Sure there was a sniper along the cliffs, but you were still treading on lower ground attempting to snipe people in a fortified structure who have a spartan laser and much easier access to a rocket launcher, as well as vehicles. That one advantage is lost as only one teammate can have it, while multiple people on the opposing team gain access to power weps. The only examples where Bungie is really able to make a "fair" MP map is typically in their closed circuit, circular maps. Anomoly on the moon is one (although I am still unfamiliar with the layout). Heretic in Halo 3 was also a good example, as well as Zealot from Reach. With those maps the power weps were few and far between, and the spawns left everything much morequal in terms of spacing. No one really had the advantage of grabbing the sniper before anyone else, or the sword, etc etc. Just think shapes with Bungie: if you are on a map that is not a circle, then one team has an advantage. If the map is basically a circle, then (chances are) no one has an advantage (with Countdown being the exception).
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Doesn't matter because some dumb ass always runs and captures the wrong point no matter the map. "Look I took A all by myself!"
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Realistically the anomaly is the absolute worst map. The should just call it shotgun stadium
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c is capture point, b is attack point.............. -blam!- a. dont go a... even if you spawn there
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I agree. Typically whoever holds C can protect B a lot better. If I start at A the first thing I do Id work on taking C. If I start at C I do everything I can to make sure my team keeps that spawn.
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I use to like the way the map was before with control points. This map was changed for the worse
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I remember the day they changed Blind Watch, and I remember saying to my 2 friends I was playing with, "What have they done to this map..."
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Shh.... the scrubs will find out our secret :3
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Blind Watch is a broken map bro. Asylum is another BS map in terms of B.
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Symmetry should be more of a focus for the Control playlist. As long as they continue to create asymmetrical maps and slap control points on them, there will always be an advantageous spawn.
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It's a fundamental law of the universe that when some twat captures A, the enemy captures C or B.
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I think B should be moved to the highest level in the complex. Right next to the door. Easier to defend and more accessible from A.
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This. Fire Base Delphi is also flawed. C is out in the middle of nowhere with 3 choke points surrounding it and literally no where else to go.
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Map is bad whenever I play it I just pull out my Thorn to snipe and piss the snipers off when I poison them hahahahaha
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C is the best flag on blind watch. Win every time when we spawn on that side
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I don't even try to capture A if the other team has all 3 bases. To often the spawn points flip if the other team pushes forward and some dumb ass will grab A. Firebase Delphi is the same idea except you want to hold A and B. People don't realize that having spawn Corp and position are more important than capturing 3 bases. So much easier to force the other team through kill boxes when they have to run farther.
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Instead of control it should be king of the hill..
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The map is poorly designed, it is awful for control.
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I prefer C + B. The only time I would say A is okay is if B is being camped too hard by the other team, then I'd start going for A and let the team come to you. More than likely they'd be going for C so just farm kills. It's stupid how people will sit there and keep rushing B when the other team is camping it hard as hell and then they end up farming kills off of your team. Same goes for every map. You gotta be willing the change the strategy when something doesn't work over and over. People have a hard time understanding/accepting this for some reason. As long as you have two cap points and can get them to come to you, you can farm them instead as long as your team is half decent.
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Every map has a side with an advantage...not just Blind Watch. Learn how to play according to the map advantages.
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Also The fact that you just said a game mode that made sense means it wont happen
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I get so pissed when my teammates go cap A when we have B and C =(
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I think they moved the C zone because people would get stuck there in the corners.
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Yeah it's weird. They move zones for balance, but actually unbalanced it. Now apply this logic to AR nerfs.
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You're 100% right about the change they made. It was retarded. Now Zone A, B, and C can all get sniped. Zone C is somewhat decent because you can hide behind the little things, but Zone A is plain ridiculous. They said they moved the zones to prevent camping, and now all Blind watch is Camping Snipers Between B and C with shotguns at the side door. Seriously, if you follow that strategy, you can't lose. Blind Watch should just get tossed. It's not fun anymore. I miss the old zones where snipers couldn't clear out any zone they wanted by taking a max of 7 steps