To start, this is intended to be constructive feedback. I want to like Disjunction, but I can't see how some of the problems can be fixed without an extensive redesign.
To start, the spawn locations are big problem. The normal spawn locations are too far back and it takes far too long to get into the action. This isn't just annoying to deal with every time you spawn, it also gives the opposing team all the time in the world to establish control over the middle of the map... which leads me to the next problem.
There's only three lanes out of both spawn areas... left, middle, and right. As previous mentioned, the opposing team has plenty of time to establish control over the middle of the map by the time you respawn and sprint to one of these lanes, and that means you're a sitting duck. On the swamp side, you're getting laned by scout and pulse rifles. On the B-control point side, you're getting killed by shotguns and SMGs. And in the middle, you're getting laned by every kind of weapon.
And since the opposing team has complete control of the middle, they also have complete control of the heavy ammo. So quite often, you're going to be sprinting to get out of the spawn while an opposing player is flying through the air with a heavy GL, doing their best impression of a Call of Duty killstreak.
The general layout of the cover available on the map makes the problem of shotgun apes even worse than on other maps. I can't even count the amount of times I've been killed by a swarm of shotgun apes, sliding around three corners at the same time.
Feel free to add any other problems with Disjunction.
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1 返信Spawn placement is pretty much the only problem of this map. But that also goes with out saying: Don't die lol
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I agree with your conclusions. That map should only be used for 6v6 and non Objective game types, like Clash, Momentum Control or Mayhem. I leave when this map or Dusk Cathedral comes up. If I get a Crucible Ban - I'll play another game for my PvP fix. And the less I play, the less likely I will buy the next DLC and the less likely my Friends will be buying and playing. Your Loss Bungle - sort yourselves out.
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1 返信
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3 通の返信
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1 返信I think if they moved the spawns up to the main room in each building instead of our back and moved the capture points for control if would play a lot better. A and C should be on the rocky side near each spawn location, behind the small walls. B should be on the swamp side close to the middle lane. Some small cover would be added here to block easy picks from enemy spawn from being too easy. Would basically play similar to Twilight gap if A and C were more even, placement wise. Just my idea. It’s not my least favorite map (that still goes to Dead Cliffs)
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6 通の返信
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3 通の返信
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4 通の返信The problem with the map is we wanted large maps and this is what we got. Bungie only does things half way.
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7 通の返信This is one of those cases where you have a big map with tons of unusable space. Most of the action takes place in the same spots. These guys at Bungie just don't know how to create good maps.
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5 通の返信The only people that like disjunction are sub-1.0 scout rifle crouchers who wouldn't leave their spawn to spare their dying mom.
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6 通の返信Bungie messed that up because the map wasn't designed for control and clash it was only designed only for Rift it's basically a tug a war map and it shows the problem of the map is not because it is big like some players think it how the map was designed for 1 game mode Try to throw control and clash on top of it and failed I think bungie need to go and look at some halo infinite maps to get better insights on maps we need and going to need due to Strand