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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1 답변I'll lose no matter what side I'm on. So I don't care. There goes all your 100% theories.
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I completely agree with you. And before people question my Trials experience to back up what I say, I have over 23,000 kills in Trials. The outside spawn on this week's map provides a much greater advantage. I have done 2 runs this week. The first run we went flawless and had to use our mercy boon on the 5th match, the other team was not as good as us. So we played 8 matches in our first run and my team spawned inside all 8 times. We wouldn't have needed the boon had we spawned outside. The second run I did with one different person we ended up falling 1 short of the lighthouse for my friend we were helping. We spawned outside only once. Upon spawning inside every time basically our strat in order to win was either push out left really fast and stay low not to get sniped or go bottom right and wrap around to the back right of the map. Once teams spawning outside figured this out it became increasingly difficult to win matches.
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I went flawless yesterday. Took 2 cards (1 day before) got B spawn (outside) 90%of the time... It made no difference when we got A spawn... (I run NLB sidearm if that's important in your mind) I think it's because the map is a circle... you can route anywhere and set the match to be played how you want it to be Of course maps like say shores of time or twilight could use a side flip but all the circle and mirror maps shouldn't need it
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5 답변its funny that all the bitching and outrage in this game comes from the pvp side of the camp, pvp is a cancer to what would otherwise be a really cool grindable shooter.
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We had the same problem. We would lose most if not all our games when we spawned inside. We made up a strategy though. If we spawned inside two people would rush through that left door way and our Titan would skate through the middle lane and rush any sniper that would appear there. If they camped spawn then we would let him flank while me and my buddy distracted or picked one off. If we spawned outside we would go to the right and camp the objective. One guy would watch the door way to the right, one would watch the middle tunnel, and one would watch far left or middle for snipers. We went flawless without losing after that.
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작성자: B3ar 5/2/2016 3:39:20 PMI agree this map was EASILY the most one-sided map in Trials. Bravo spawn gets 2 easily accessible special boxes, flag spawn, and every angle on the Alpha Spawn. If you go against an 8-0 team and get Alpha Spawn, more than likely you will not win as the odds are stacked heavily against you. I actually used Garrison on my titan this week just so if I got Alpha Spawn my speed could alleviate the advantage a little. I went 41-10 this week but still didnt really like this map. Bravo should spawn outside that circle window thing and the flag should spawn right next to that orange window thing on Alpha side so its more exposed. That would be my suggestion because then Alpha could get out of that tight hallway and get that special ammo on the outside.
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I've never had a big problem with it before. Widow's Court was the first map that made me consider the need for this change. But Timekeeper has me convinced. Spawning up top on this map offers you both sniping lands advantages immediately. It's ridiculous.
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I completely agree. I play paintball at an outdoor woodsball arena and switching sides is important. There are several arenas where a team can take over half of the field before any shots are fired. Switching sides helps balance this out.
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8 답변작성자: DBN 5/2/2016 10:43:56 AMIssue I have is this; Team A, Team B both equal skill, spawns are as biased as everyone says, bungie implement round based side switching - Round 1 A outside A-1 B-0 Round 2 B outside A-1 B-1 Round 3 A outside A-2 B-1 Round 4 B outside A-2 B-2 Round 5 A outside A-3 B-2 Round 6 B outside A-3 B-3 Round 7 A outside A-4 B-3 Round 8 B outside A-4 B-4 Round 9 A outside A- win You now have exactly the same biased issue just it takes longer. The issue will become "my team didn't get the good spawn first" Which is a totally valid point. The issue here and I agree with outside in this map having a definite advantage is that bungie need to balance the spawns in other ways, for example - Moving them to be more equal Random capture point spawn (you can't camp something when you don't know where it is).
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