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#feedback

Edited by Orpheus49: 11/25/2016 6:33:57 PM
5

Remove the 3 lane map philosophy

Position in and movment is always huge in shooter, and its proven that the 3 lane system, waters down combat, and creates less benefits for controlling or fighting for specific spots. One of the biggest things that had made pvp less enjoyable since year 2 has been the map design, Maps like cathedral, the dreadnought map, the low grav map, and the other earth map with the fallen ketch in the opening shot, but what makes them so hated? Its the benefits of the geometry itself What made year 1 maps so good? [spoiler]there are awesome small maps like -Cauldron that have power points and utilize doors to prevent choke point camping -Anomlily that uses a rotunda, but has a rotating arm that helps plauers movement, can give cover, or be used to conserve Momentum, while it has several lanes, it has a lot of paths and that makes it really good -the -for thieves den, fallen maps tend to have tunnels but this map is still good since its cavern has rock formations to use for path finding, and theres flanking creative waysnto flank Medium maps in year 1 were so well done, -twilight gap was a great mix of close quarters and long range fights, often the team with the best abilty to get each others cross wins -the mars rotunda map is very creative, it bounds verticality so well with hallways, although girdering the back room was a bad idea -rusted lands has a lot of open space, but highly mobile players still feel at home with leverage at every turn and ruins to navigate - shores of time utilized large lanes but had some clever geography for the passive and agressive play, one can hold the moun near the heavy ammo soawn onnthe outside, and watch the flank with the plateau, but they are suceptible to the top furthest lane who, who is suceptible to anyone in the rotunda, who cant see the mound. It was a great a balance of power position play Large maps saw a lot of primary play but what made them different in year1? -first light may have a lot of open space, but theres plenty of ways to navigate the map without being popeed fro everyndirection, while power positions still felt powerful -the mercury map, had the three lane sytem but its creative dynamic walls and sun for cover created a great playground for gunplay, and qucik navigation [/spoiler] Notice how year 2 maps are extremely watered down. [spoiler]-Most of them lack a dynamic, no sun as cover, no rotating dynamic, no power point without exits that lead straight into the open or a killzone -bad use of three lane sytem, look at cathedral, its all lane, often no cover outside of spawm so often that map comes down to camping and who saw who first -the black garden 3 lane map is ok toward the outer area at b flag, but look at how campy it is, navigation is often very exposed, and wathcing a hallway is the best way to win -frontier is the same as cathedral, often its a game of who saw who first with the only power points being spawn since every other high ground area is exposed[/spoiler] Another reason these watered down concepts are bad is that in low level lobbies, it actually boosts movment and navigation, less skilled player often have more trouble countering shotguns, and often on maps with simplified geometry, its far to easu for them to hit full throttle and roll up on players with lack of aim, Hopefully bungie goes back to a dynamics since, they made maps unique and fun for everyplaystyle rather than shying way navigation at higher levels. Or allowing easy rush at lower levels
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