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#feedback

10/13/2017 6:53:48 AM
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My issues with Emperor's Respite (unbalanced mess)

[b]So first of all, here's the TLDR; [/b]Emperor's Respite is horribly A flag sided for objective game modes like control. To start this off, I would like to say that I may not be the best Destiny PvP player ever, I have ~2.15-2.20 KA/D ratio. I was also an avid D1 player with more than a month on my warlock alone so I hope you hear me out. Also keep in mind that this is mostly talking about game types like control (which is my favourite game mode). Alright, now that thats out of the way, let me explain as in-depth as I can. [b]BEGINNING OF MATCH (B flag first cap):[/b] Ok. So this is the main issue with the map that I see and a lot of the other things wrong with it are around the middle area of the map. This is the one fundamental flaw with this map. First of all, A players (players who start at flag A) have a much easier capping the flag with minimal resistance. First of all, A players can get onto the flag without having any fire upon themselves from C players since they come in from the sides of the point instead of the front like C players. Correct me if I'm wrong, but I'm pretty sure that A players can get onto and start capping the flag without being in the line of fire from the C to B flag hallway (https://imgur.com/a/Yyu52), while C players have to deal with the fire from the players that are already on the point and have to push through that. A case could be made for players going around the left of C to come up beside them but they are most likely going to face heavy fire from players under cover behind the hallway wall. Rushing isn't a great idea since you will most likely just be shot down immediately. Going to the right side of C into the big courtyard takes too long since players need to rotate around a fairly big wall and then push through that said courtyard, where if any A players died will soon be pushing through as well. A players have an easy push through to C flag as well since there is so much cover and area to maneuver around in while pushing. B flag is extremely easy to cap for A players and if they are semi-competent it's also easy to hold. [b]HOLDING B:[/b] If you are holding B flag you have nearly 2x the map to work with if you also control A at half the effort compared to C players. You also don't need to worry about people taking A flag since if you don't over-extend you have every one of the exits of C players within view directly FROM B flag. If anyone does steal it some how, then it's an easy take back anyway so no reason to even cap A if you're a C player unless you can cap both A and B at the same time (and if you can... good on you). If you control C flag and cap B flag as well, good luck keeping it for any valuable amount of time because with the huge courtyard off of the point and the little path to the other side, A players have an easy time grabbing it back since they can use their range and area of movement to easily pick players off and take it back. [b]THAT DARN COURTYARD AND THE MAPS SHAPE:[/b] The courtyard is also a massive issue with the map. This area is extremely hard to push through for C players since A players have a sight line pretty much all the way to A flag so any respawning players at A can stop pushes to A by picking off players with scouts or snipers. B flag it's self also just awkward to get to from C side of the courtyard since there is that little curved wall beside the point, plus some rocks and that pillar. They all add up to a terrible time trying to push in from C. B flag also has NO sight lines to A flag from the point it's self, where it has a really nice sight line directly into one of the main rooms that you fight from when holding C. With this huge wall in the way, players can't be shot while getting on the point from A flag since, as I said earlier, you come in from the sides instead of the head on assault you need to perform while attacking from C. My last issue with the map is it's shape, or more accurately, it's lanes to A flag from C flag. There is only 2 somewhat out of the way paths you can take if players are gathered on B flag one, if not both (I cant remember off the top of my head) can be seen from B flag, so back-capping A isn't an option for players. If this map was more round shaped or had more ways to get from C to A without any direct combat with B flag, maybe this would be resolved but I'm not sure. [b]CONCLUSION:[/b] This map is bad. It could become really good with a whole lot of editing, but at that point it would be easier to just make a new map. I wonder if Bungie play-tested this map before putting it live, because it really feels like it wasn't. If you wanna watch the clip from my stream that inspired this post here's the link: https://www.twitch.tv/videos/181840913 Anyway, thanks for reading and lets discuss any other issues I may have missed, as well as ways to fix them. EDIT: This is also from the perspective of a solo player so these are from my experiences solo or 2 man queuing

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