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6/29/2024 5:40:07 PM
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I absolutely disagree with you in fact I hate it when Trials maps are to small which only benefits one playstyle. The current map has place for all sorts of ranges and allow for multiple tactics we finally see a comeback of scout rifles as well which were unplayable on most trials maps in the past and are currently used to counter Khostov and Red Death while the maps stil allow for close and midrange fights all the time. Narrow halls that force you in a specific combat style are what actually sucks in trials and forced the shotgun meta in the first place.
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  • I understand the issue of small maps, but making maps bigger doesn't help either. It pushes sight lines further, which opens up more of the long-range meta, but it starts to make it very hard to move to better positions to even play in when someone/the other team is staring down a path that you [b]need[/b] to slip through Multiplex is by far the biggest map we have, I'd say, from a level design prospective that can support 6v6, of which D2 doesn't even have to begin with.

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  • Multiplex allows for a lot of tactical interactions but most players stil think of running into the enemy instead of using what the map offers. Furthermore because of the one single capture point combat is stil straight forward but I guess most people do not even get how much possible paths they can take to each of the 3 positions. Ever wondered why so many people die in the same spot? Is it because it is disadvantage by spawn? or is it simply because they do not care that there are safer ways to use than the shortest route offered? There is no reason to run out of the 2 exits most people use but because they only use those the enemy can easely predigt their movements and abuse it. In fact there are 5 possible paths on each side you can use to take advantage of the enemys positions whether you are geard for shorter or longer ranges and people will understand it the more they play on those maps which also leads to more variety on the chosen gear and skills. Each of the long range corridors for example has at least 2 ways to counter them while the middle tunnel is a close to mid range section of the map the outmost paths allow to get closer to the long range corridors position without beeing in the open field at all but as long as people do not care for positioning rather they want to run into each other which leads to the belief the map benefits one of the spawn sites.

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