Hi,
Dont you think the balance on the new maps is just off?
I know, I know i shouldnt whine about maps after less than a month or so but I played MH in Beta and the other two as custom maps.
Like in all RS maps a decent defender or atacker might win all of these maps but there is still enough to tip the scale towards a team in all these maps.
It is my personal opinion so I like to here the other players opinion too. I have to admit I thought the same about some of the original maps too but after some time only Hanto seems to be unbalanced to me.
Maggot Hill: The obvious choice... Banzaing the first 2 points is extremly easy cause the allies split up. When only two points are left it gets more interesting but most of the time there is like 15 minutes left for the 2 points. Furthermore spawnkilling on servers without protection is way too easy to do and ally commander has no safe radio (The tent can be pierced by artillery) I really like the close combat for the last point though it is way to easy to cap. Allies get artillery every 7 minutes and there is a point where the allies can cap, while not beeing shot at and artillery can clear the point without hitting them. I wished it to be a little bit more like F in Saipan, where you really need to atack from several sides and cut the enemy of. At the moment it is rather like Hanto C. Get enough guys in a small spot at the front then fire artillery.
Otorishima: Only once played it past B. Defending here is soooo easy to do. I laughed playing it the first time defending because kills where extremly easy to get. Since then I atacked several times and I never laugh again on this map. Most players cant see enough atacking (I always wonder what the trick is for some players to have good vision) so its just a matter of picking them up. Flanking is doable but timeconsuming and the flank is even easier to defend. Maybe the other points are great but A and B are just so easy to defend. The guy getting 80 mortar and rifle (Spawn-)kills on Phosphate plant hit almost nothing in A or B cause there are so many hideouts you can choose.
Phosphate plant:
Either Defender or Atacker dominates. The first two point are the key. If the allies cant take them quick they are dead. The amount of spawnkilling is jaw dropping. After 15 minutes of slaughter I saw the allies already depleted once. Ally commander will also never reach the radio if the Axis are smart. However if A and B fall the map is really awesome. A good mix of jungle and house fighting.
Furthermore on all these maps the reinforcements seem to never last enough till the timer runs out. Its not like it happens sometimes like on Saipan or Guadalcanal. It literally happenend every round I played there. Maggot Hill was over mostly before it happenend but If the fight would have lasted another 5-10 minutes reinforcements would have been gone. I dont know if this a problem for most players though!?
Dont you think the balance on the new maps is just off?
I know, I know i shouldnt whine about maps after less than a month or so but I played MH in Beta and the other two as custom maps.
Like in all RS maps a decent defender or atacker might win all of these maps but there is still enough to tip the scale towards a team in all these maps.
It is my personal opinion so I like to here the other players opinion too. I have to admit I thought the same about some of the original maps too but after some time only Hanto seems to be unbalanced to me.
Maggot Hill: The obvious choice... Banzaing the first 2 points is extremly easy cause the allies split up. When only two points are left it gets more interesting but most of the time there is like 15 minutes left for the 2 points. Furthermore spawnkilling on servers without protection is way too easy to do and ally commander has no safe radio (The tent can be pierced by artillery) I really like the close combat for the last point though it is way to easy to cap. Allies get artillery every 7 minutes and there is a point where the allies can cap, while not beeing shot at and artillery can clear the point without hitting them. I wished it to be a little bit more like F in Saipan, where you really need to atack from several sides and cut the enemy of. At the moment it is rather like Hanto C. Get enough guys in a small spot at the front then fire artillery.
Otorishima: Only once played it past B. Defending here is soooo easy to do. I laughed playing it the first time defending because kills where extremly easy to get. Since then I atacked several times and I never laugh again on this map. Most players cant see enough atacking (I always wonder what the trick is for some players to have good vision) so its just a matter of picking them up. Flanking is doable but timeconsuming and the flank is even easier to defend. Maybe the other points are great but A and B are just so easy to defend. The guy getting 80 mortar and rifle (Spawn-)kills on Phosphate plant hit almost nothing in A or B cause there are so many hideouts you can choose.
Phosphate plant:
Either Defender or Atacker dominates. The first two point are the key. If the allies cant take them quick they are dead. The amount of spawnkilling is jaw dropping. After 15 minutes of slaughter I saw the allies already depleted once. Ally commander will also never reach the radio if the Axis are smart. However if A and B fall the map is really awesome. A good mix of jungle and house fighting.
Furthermore on all these maps the reinforcements seem to never last enough till the timer runs out. Its not like it happens sometimes like on Saipan or Guadalcanal. It literally happenend every round I played there. Maggot Hill was over mostly before it happenend but If the fight would have lasted another 5-10 minutes reinforcements would have been gone. I dont know if this a problem for most players though!?
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