FULL RP Names: A: Heavy 2lt Dougan't / RECON SPC Dougan't / MPF UNION 08 5477
Discord Username: A:Nuk#5513
Steam ID: A:STEAM_0:0:418023857
Workshop Link: A: N/A
What is my suggestion? A:Remove cvr_stalker_defn from the map pool
Why? A: cvr_stalker_defn is a flawed map - it is open, just like outlands2, however, unlike outlands2, it provides little to no actual cover - you cannot hide behind any world geometry, trees are way too narrow to hide behind, and any class with a sniper rifle (or any other gun that has 100+ meters range) can simply camp on one spot, doing nothing, away from the action, seeing everything, sniping. For example - the M point. Just recently it has become a part of combines' border, prohibiting players from capturing it. Because of that, at all times there is now at least 1 cross or 1 ranger camping, with a great overview of the main road that goes from the rebel HQ straight to M, getting kills with basically 0 effort - all they have to do is come to M. And on top of all that, because M point is now a part of their borders, it pretty much makes J the closest point to their borders, which is, by the way, considered to be the middle of the map. So what do we have? We have a map, where combines have immediate access to the middle point, and rebels, who start way back from the middle, having borders that don't even touch the closest point they currently have - the B point.
sentinel, pls fix
(4 Aug 21 at 6:26pm)Bel1ve. Wrote: when they removed defn main for stalker even tho defn main had low player count :bias:
doesn't make sense.
Stalker, inherently, isn't a bad map. it isn't great, but it isn't bad either. It sits in the spot of "I'd like it if it was in the rotation, but not every day." That was the problem with 2.1, where we were on Stalker for about 3 months, and it wasn't the best for playercount. A similar situation happened with the substituted map, defn_main, however it was way worse. Main suffered from unequal balancing, stagnation, and general dislike for the winter setting, culminating into 50 players high pop.
As for the map, the reason M was added to spawncamp borders is because it provided a direct sightline into Combine base, and was heavily camped by Rebels, preventing entry into the farther areas of the map (it also couldn't be shelled, as the first and last ordered points are considered spawncamp, which weren't thought of come original release). While the same case can be made for B, it isn't as bad since Rebels have a fully open base and it can be shelled, but that's going on an unneeded tangent. Anyways, the cover on this map isn't great admittedly, however if you're going strictly on roads it's exhaserbated. The openness of the map is an intentional design choice, and the massive sightlines are to make ground vehicle play viable and not bad. Because of this, you're inadvertantly forced to go off-road and around the grassy areas of the map, which is where most of the cover is to main points. You're not supposed to go on the wide open roads, because they're exactly that: wide and open, prime ground for sniper fire.
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love me some lore former hgm, npu dvl (sentry), lvet co
(4 Aug 21 at 6:26pm)Bel1ve. Wrote: when they removed defn main for stalker even tho defn main had low player count :bias:
doesn't make sense.
Stalker, inherently, isn't a bad map. it isn't great, but it isn't bad either. It sits in the spot of "I'd like it if it was in the rotation, but not every day." That was the problem with 2.1, where we were on Stalker for about 3 months, and it wasn't the best for playercount. A similar situation happened with the substituted map, defn_main, however it was way worse. Main suffered from unequal balancing, stagnation, and general dislike for the winter setting, culminating into 50 players high pop.
As for the map, the reason M was added to spawncamp borders is because it provided a direct sightline into Combine base, and was heavily camped by Rebels, preventing entry into the farther areas of the map (it also couldn't be shelled, as the first and last ordered points are considered spawncamp, which weren't thought of come original release). While the same case can be made for B, it isn't as bad since Rebels have a fully open base and it can be shelled, but that's going on an unneeded tangent. Anyways, the cover on this map isn't great admittedly, however if you're going strictly on roads it's exhaserbated. The openness of the map is an intentional design choice, and the massive sightlines are to make ground vehicle play viable and not bad. Because of this, you're inadvertantly forced to go off-road and around the grassy areas of the map, which is where most of the cover is to main points. You're not supposed to go on the wide open roads, because they're exactly that: wide and open, prime ground for sniper fire.
all cool and stuff but if you didn't realize it was a joke then idk what you consider a joke anymore
(4 Aug 21 at 6:26pm)Bel1ve. Wrote: when they removed defn main for stalker even tho defn main had low player count :bias:
doesn't make sense.
Stalker, inherently, isn't a bad map. it isn't great, but it isn't bad either. It sits in the spot of "I'd like it if it was in the rotation, but not every day." That was the problem with 2.1, where we were on Stalker for about 3 months, and it wasn't the best for playercount. A similar situation happened with the substituted map, defn_main, however it was way worse. Main suffered from unequal balancing, stagnation, and general dislike for the winter setting, culminating into 50 players high pop.
As for the map, the reason M was added to spawncamp borders is because it provided a direct sightline into Combine base, and was heavily camped by Rebels, preventing entry into the farther areas of the map (it also couldn't be shelled, as the first and last ordered points are considered spawncamp, which weren't thought of come original release). While the same case can be made for B, it isn't as bad since Rebels have a fully open base and it can be shelled, but that's going on an unneeded tangent. Anyways, the cover on this map isn't great admittedly, however if you're going strictly on roads it's exhaserbated. The openness of the map is an intentional design choice, and the massive sightlines are to make ground vehicle play viable and not bad. Because of this, you're inadvertantly forced to go off-road and around the grassy areas of the map, which is where most of the cover is to main points. You're not supposed to go on the wide open roads, because they're exactly that: wide and open, prime ground for sniper fire.
all cool and stuff but if you didn't realize it was a joke then idk what you consider a joke anymore
*insert laugh*
Stalker is a map, I would rather play it then outlands any day, but would play c13 over stalker.
A: Heavy 2lt Dougan't / RECON SPC Dougan't / MPF UNION 08 5477
Discord Username:
A: Nuk#5513
Steam ID:
A: STEAM_0:0:418023857
Workshop Link:
A: N/A
What is my suggestion?
A: Remove cvr_stalker_defn from the map pool
Why?
A:
cvr_stalker_defn is a flawed map - it is open, just like outlands2, however, unlike outlands2, it provides little to no actual cover - you cannot hide behind any world geometry, trees are way too narrow to hide behind, and any class with a sniper rifle (or any other gun that has 100+ meters range) can simply camp on one spot, doing nothing, away from the action, seeing everything, sniping. For example - the M point. Just recently it has become a part of combines' border, prohibiting players from capturing it. Because of that, at all times there is now at least 1 cross or 1 ranger camping, with a great overview of the main road that goes from the rebel HQ straight to M, getting kills with basically 0 effort - all they have to do is come to M. And on top of all that, because M point is now a part of their borders, it pretty much makes J the closest point to their borders, which is, by the way, considered to be the middle of the map. So what do we have? We have a map, where combines have immediate access to the middle point, and rebels, who start way back from the middle, having borders that don't even touch the closest point they currently have - the B point.
sentinel, pls fix
yo wat, what is this thing I have created above
todd
if you see a cross exploiting that rule / spawn borders, just dm me evidence
doesn't make sense.
Stalker, inherently, isn't a bad map. it isn't great, but it isn't bad either. It sits in the spot of "I'd like it if it was in the rotation, but not every day." That was the problem with 2.1, where we were on Stalker for about 3 months, and it wasn't the best for playercount. A similar situation happened with the substituted map, defn_main, however it was way worse. Main suffered from unequal balancing, stagnation, and general dislike for the winter setting, culminating into 50 players high pop.
As for the map, the reason M was added to spawncamp borders is because it provided a direct sightline into Combine base, and was heavily camped by Rebels, preventing entry into the farther areas of the map (it also couldn't be shelled, as the first and last ordered points are considered spawncamp, which weren't thought of come original release). While the same case can be made for B, it isn't as bad since Rebels have a fully open base and it can be shelled, but that's going on an unneeded tangent. Anyways, the cover on this map isn't great admittedly, however if you're going strictly on roads it's exhaserbated. The openness of the map is an intentional design choice, and the massive sightlines are to make ground vehicle play viable and not bad. Because of this, you're inadvertantly forced to go off-road and around the grassy areas of the map, which is where most of the cover is to main points. You're not supposed to go on the wide open roads, because they're exactly that: wide and open, prime ground for sniper fire.
former hgm, npu dvl (sentry), lvet co
all cool and stuff but if you didn't realize it was a joke then idk what you consider a joke anymore
*insert laugh*
Stalker is a map, I would rather play it then outlands any day, but would play c13 over stalker.
Bore is dead
Secretly a Staff Main