Timekeeper is the latest example in one sided bullshit on Asym maps for trials
I love Timekeeper, and Asymetric maps in general. but if you aren't going to include Side Switching on those maps, then the matches will always be biased, always have unfair advantages.
And, it could be possible this is a bullshit deliberate method at giving less skilled players a "better chance" as they could get that better side for a full game.
Side switching is needed. NOW.
We can't afford to let this die. Remember to like and bump so we can push this HARD
Edit 1:
I have went Flawless on Timekeeper. Got my first Doctrine from it!
This post is based on my experiences of those runs.
When we spawned outside, we never lost. Infact allmost our 5-0s were from spawning outside. When we spawned inside, we had less 5-0s and 5-1/2s and ALOT more 5-3+s.
We beat a few teams who were playing blatantly better than purely because of the spawn. They had better aim, good callouts and teamwork, but they simply couldn't challenge our set up. And we recieved the same treatment a few times.
Yes, you can win from the worse side, and player error and bad setup on the good side can make you lose. But if a very competent team gets outside spawn, it is extremely onesided and biased. We both did this and recieved it.
It is a simple fact.
Edit 2: We are trending, lets keep it going!
Edit 3:
Post from Berserkerrr
[quote]I went flawless 4 times on Timekeeper last week. I honestly loved the map. Just saying I went flawless to give my opinion on the map more meaning.
I feel like side switching is a no-brainer in pretty much any round based gametype.
The reasons I think side switching was needed on Timekeeper is because if you spawned on the outside of the map, you could camp it really hard knowing that the capture point was next to you.
The inside is easier to grenade from the outside, because it's more enclosed.
Heavy ammo for the people outside is a breeze... Just like with grenades, being inside is bad because it's enclosed. Outside players get to jump around and dodge and hide behind those hills. Inside players almost always have a wall behind them.
Maybe they could implement a way of fighting for the other side...
If the winning team wins the heavy round then the sides switch or something.
Maybe there could be a side change when there's a difference of 4 between the round wins and round losses of the teams.[/quote]
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Outside spawn is clearly better I found straight rushing is best unless they camp outside Then tag one and push Tried playing passively on Friday then released this was the best strategy for this map Went flawless 4x and helped do some carries
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2 답변Gotta agree, same goes withwidow's court, another asym map. The sniping is completely different and much easier to tolerate at least (as I am not a sniper myself) if you start on the high ground
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1 답변Yeah my team was farming for scarab cuz we were curious if it still dropped and we matched the same guys twice in a row. The first game it was super sweaty and we lost 4-5 and the second time when we got the other spawn we 5-0'd them.
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I agree 100%. I'd like for trials to take notes from CoD S&D (minus the objective) with that. S&D back in its prime was fun and tactical, trials has this potential. We need spawn switching but that's not gonna solve all the problems with trials. But at least that's a start :] really hoping this gets implemented sooner rather than later.
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3 답변I love this game, but I think its run its course, I am not posting a "Im quitting destiny" rant, but rather just stating that there doesnt seem to be much point in destiny as it is right now...It is very obvious that they are fine keeping the pvp aspect as casual as possible. They have even stated they want everyone to have a 1.0 KD, everyone to have a chance at winning in crucible (SBMM), etc. There doesn't seem to be much point in posting on here. They DO listen, but they simply disagree with what the community wants. Unfortunately, it is bungie's choice how their game plays out, and they have chosen to side with their developers rather than their player-base. I will keep playing this game because I love the gunplay, and there isn't really anything else that tickles my fancy right now. But, you can't deny this game is dying, which I think is primarily due to the communities frustration with changes being made/not made.
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7 답변Hey everyone, I've played 4,000+ games of ToO so I consider myself experienced enough that my opinion should at least carry some weight on this topic. [b]OP is absolutely right[/b]. I have lost to teams that had no business beating my squad because they knew how to abuse their spawn. I have also beaten teams that should have 5-0'd my team easily, because WE knew how to abuse our spawn. I played 136 games this weekend. I went 113-23. I didn't keep track of my spawns, but I am fairly confident I had the inside spawn on most of my losses. Yes, you can win no matter where you spawn, just like you can win using year one weapons, but you aren't fairly matched when you have a bad spawn, similar to how you aren't fairly matched with year one weapons. Side switching balances this. Other maps with this problem: Asylum - one team gets into the middle room a half second earlier, which is everything. Burning Shrine - outside spawn has the head glitches and glare. Blind Watch - fortunately has only been a Trials Map once. If you have the lower spawn, you're in trouble. This is the worst map in Destiny for balance in Trials. There are more examples. [b]All maps have one preferred side[/b], even symmetrical maps like Pantheon and Frontier, but the effects are almost negligible. Either way, side switching eliminates (see what I did there?) the issue. This would be a great change to Trials. [u]I'd like to see this changed instead of constant changes to Heavy and Special ammo[/u]. This is more pressing because it affects the outcome of games more often.
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1 답변Your cute little 711 total trials kills on your main character shows it dont matter which spawn you get, you wont get kills either way ^o^
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I've been saying that they should switch spawns after everyone round since year 1. I don't mind the rotating maps, but rotate the friggin spawns! This would add at least a little bit of a competitive balance to trials.
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2 답변While I do agree with your point and think swapping spawns is a great idea I would like to see data supporting this for this map. When rusted lands came up as the map for the first time a few months ago there was a similar debate because of the asymmetrical nature of the map giving the advantage to the C spawn. However it was shown both sides had roughly a 50% win ratio which was surprising as I was sure there would be some kind of statistical representation between the arguably better spawn and the spawn that was considered at a disadvantage.