Re: What is your favourite map?
Posted: Mon Apr 15, 2019 2:46 pm
No flame but every time I've played stations obj with you on my team, you get really out of position. Sith whores D HW all the time on stations and he doesn't have issues with positioning. If you struggle with positioning, HW is honestly probably the worst class you could play, because it's harder to correct your positioning due to the slower speed.ghoul wrote: Mon Apr 15, 2019 1:08 pmcan't defend whie both stations are active, map is hard to play as D HW [slow class]
For example, if I'm already defending in 1 at the high ground, you might respawn and come defend 1 with me, leaving 2 unguarded. Then I have two options:
- Say "??? go 2 wtf u doing i'm already in 1" in teamchat
- Might make you ragequit.
- You're a slow HW; it's almost too late already by the time I have to say this anyway. It'll take you a long time to go back to 2 and get set up (high ground).
- Just go to 2 myself.
- I have to give up my entire setup that I already have going in 1 (high ground, detpacks)
- I won't really have time to get fully set up in 2 (high ground, detpacks) by the time the attackers come.
- You won't really have time to get fully set up in 1 (high ground) by the time the attackers come. In fact, they might get the top hack because of how long it would take you to get up.
Cargo rewards good positioning and teamwork, you just need a better sense of where the enemies might be and where the optimal place you should be defending is.
Urban: deadly trash WTF is that shit, heal stations are unnecesary, O HW is garbage, D jedi is garbage, D scout is garbage
Heal stations punish the defense for just camping far back on top of the obj. For example, on the bike obj, I could just sit aaaaaaaaaaall the way back on D jan just sniping jedis with demp like a bitch. How fun would that be? The heal station allows offense to control the flow of the battle more by forcing defenders to play farther up if they want to secure frags. Another benefit of having healing stations on a larger, more open map is that they open up more routes/strategies/playmaking possibilities by allowing you survive longer than 20 seconds and traverse more of the map.
Let's say I'm an ojedi @ codes obj and I have 19 hp, many people in this situation would just run back to spawn and SK. But if I can run back to the healing station and heal up, I have an opportunity to make a play by challenging the defense immediately. I might max someone, or they might max me. Or I might force someone to not SK who wanted to SK. Or they might stall me and damage me so that I can't fight effectively next spawn. There are 1,000,000 things that could happen. Without the healing station, there is exactly 1 thing that can happen: I run back to spawn and SK, and the defenders SK. The routes and possibilities opened up on a large map by being able to stay alive longer are a benefit to the map.
Imagine original Desert stations obj, if you didn't have healing stations. You have to SK on offense every time you take damage. That would make every spawn the same: run at a station → SK → run at a station → SK → run at a station → SK. Instead with the healing stations, you can back off → heal → attack a different station or something. Large, open maps benefit from healing stations by opening up more routes/possibilities.
I have no idea what the rest of the comment means.