I think it would be nice if you could block the long sight-lines down the train from spawn to spawn to prevent sniping early when round begins. Maybe place some crates or barrier at the midsection of the track.
This sort of reproduces the infamous "keyhole" shot on old Bridge, as is.
I think it would be nice if you could block the long sight-lines down the train from spawn to spawn to prevent sniping early when round begins. Maybe place some crates or barrier at the midsection of the track.
??
I've seen others complain of that, it's very simple, be careful in in long sight lines.
My original nick is -Ner0-
It's now banned after the
latest update.
Yeah it's always a difficult shot and sliding makes it near impossible. Those lines are the one chance of disrupting pushes into Y from both sides. I see it as a good thing.
I have never been shot by the sniper on those "lines" because of being warned by other teammates but see others get shot and complain a lot.
@Super6*1, you can FOG it but most players save their FOG's for the C4 plant. Those lines can also be counter-sniped too. I'm just not a big fan of spamming at spawn to spawn. I prefer to allow both teams to get a start towards their relative positions before taking/giving fire.
I have never been shot by the sniper on those "lines" because of being warned by other teammates but see others get shot and complain a lot.
@Super6*1, you can FOG it but most players save their FOG's for the C4 plant. Those lines can also be counter-sniped too. I'm just not a big fan of spamming at spawn to spawn. I prefer to allow both teams to get a start towards their relative positions before taking/giving fire.
I think Wal-Mart is having a super sale on pairs, maybe they could obtain some while they are on sale?
You can equip 4 FOGs. In CS it's not uncommon, in fact it's encouraged and many times essential to coordinate your loadout with your teammates. Teams who communicate win. It's a call, what's more important: saving the fog, packing a frag, not getting sniped. Sacrificing one frag isn't that big a deal. I think of one tool that could help...... R.I.P. 40mm Grenade launchers and their smoke and HE rounds..... Hey, on the other hand, have a saw gunner lay down suppressive for once and do the job that the gun is made for.
IMO, I think there are some creative solutions, real-world solutions that only require people to explore the practical use of the tools they've been given. With that, a map change ins't worth it.
Finally a brain.. TY Super6*1 they've dumb down gaming to where no one thinks anymore. Just click, click , get , get mentality .. no sense of the space they're playing in.
I prefer to allow both teams to get a start towards their relative positions before taking/giving fire.
Same. I've never seen spawn spam in any map as being a good thing. Just an annoyance to those who are trying to get where they're going at the beginning of the round. Getting shot by a sniper within the first 10 seconds of the round as you're running across that small area is ridiculous.
MOUT McKenna used to be the same and servers had all sorts of no spam rules to stop people from doing it.
Yeah it's always a difficult shot and sliding makes it near impossible. Those lines are the one chance of disrupting pushes into Y from both sides. I see it as a good thing.
Problem is that the sight line is so long that even running around the back can get you killed (it has gotten me killed plenty of times). It's really only a problem on the defensive side.
All I ask is that a blockage is put back here. Extend the wood a few feet to the right, or put a barrel there for all I care. That way people can run past short Y to the other side. If they want to run short, then they can fight whatever sniper is there.
You joined the world's greatest army to become a graphic artist? Outstanding!
I prefer to allow both teams to get a start towards their relative positions before taking/giving fire.
Same. I've never seen spawn spam in any map as being a good thing. Just an annoyance to those who are trying to get where they're going at the beginning of the round. Getting shot by a sniper within the first 10 seconds of the round as you're running across that small area is ridiculous.
MOUT McKenna used to be the same and servers had all sorts of no spam rules to stop people from doing it.
Yeah it's always a difficult shot and sliding makes it near impossible. Those lines are the one chance of disrupting pushes into Y from both sides. I see it as a good thing.
Problem is that the sight line is so long that even running around the back can get you killed (it has gotten me killed plenty of times). It's really only a problem on the defensive side.
All I ask is that a blockage is put back here. Extend the wood a few feet to the right, or put a barrel there for all I care. That way people can run past short Y to the other side. If they want to run short, then they can fight whatever sniper is there.
This why this game is dying people playing it lack common sense. Thank you whiplash for your honest post. There should always be a way to go around it usually a longer route as whiplash suggests. That way there if you want to avoid the spam you are very delayed in your route. Right now you cannot get to any where on the north side of the map with out going through that site line it is complete nonsense.
One of the greatest, most played maps of all time has a sightline from spawn to the ONLY route to B site. I'll even grant you that with the buy system it changes the dynamic, not giving the AWP for a few rounds at minimum, but even then you can spam an AK in round 2 if you so choose, seen plenty of AK HS there. Point is, acting like an open sight line destroys map viability is, by way of precedent, wrong.
And whip there were, giving you the benefit of the doubt, *some* servers that had no spam rules on MOUT, but many more didn't. You played enough MOUT matches to know you just had to deal with it, and use it. The big difference here is that everyone can have up to 4 fogs, AND can SUPERNINJASLIDE through any spam location and rarely die.
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
One of the greatest, most played maps of all time has a sightline from spawn to the ONLY route to B site. I'll even grant you that with the buy system it changes the dynamic, not giving the AWP for a few rounds at minimum, but even then you can spam an AK in round 2 if you so choose, seen plenty of AK HS there. Point is, acting like an open sight line destroys map viability is, by way of precedent, wrong.
And whip there were, giving you the benefit of the doubt, *some* servers that had no spam rules on MOUT, but many more didn't. You played enough MOUT matches to know you just had to deal with it, and use it. The big difference here is that everyone can have up to 4 fogs, AND can SUPERNINJASLIDE through any spam location and rarely die.
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
Mout Mckenna had tunnels, so therefore you are wrong if you wanted to avoid spam you could go tunnels. I havn't played this map above you are talking about but I am guessing its Counter Strike by the AWP I don't play CS and havnt played much of it on any versions, but I bet I can prove you wrong if you tell me the map and I go look at the layout. Also can we please stick to the America's Army series when describing how maps and other game play features are? Thanks. If I wanted a Counter Strike copy I would go play Counter Strike.
Also there simply nothing wrong with what whiplash suggested. His suggestion is perfect and we can leave it at that. It will have no effect on any of you guys disagreeing. Will only have an effect on people in favor therefore all that needs to be done is whiplash's suggestion being added.
One of the greatest, most played maps of all time has a sightline from spawn to the ONLY route to B site. I'll even grant you that with the buy system it changes the dynamic, not giving the AWP for a few rounds at minimum, but even then you can spam an AK in round 2 if you so choose, seen plenty of AK HS there. Point is, acting like an open sight line destroys map viability is, by way of precedent, wrong.
And whip there were, giving you the benefit of the doubt, *some* servers that had no spam rules on MOUT, but many more didn't. You played enough MOUT matches to know you just had to deal with it, and use it. The big difference here is that everyone can have up to 4 fogs, AND can SUPERNINJASLIDE through any spam location and rarely die.
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
Mout Mckenna had tunnels, so therefore you are wrong if you wanted to avoid spam you could go tunnels. I havn't played this map above you are talking about but I am guessing its Counter Strike by the AWP I don't play CS and havnt played much of it on any versions, but I bet I can prove you wrong if you tell me the map and I go look at the layout. Also can we please stick to the America's Army series when describing how maps and other game play features are? Thanks. If I wanted a Counter Strike copy I would go play Counter Strike.
Also there simply nothing wrong with what whiplash suggested. His suggestion is perfect and we can leave it at that. It will have no effect on any of you guys disagreeing. Will only have an effect on people in favor therefore all that needs to be done is whiplash's suggestion being added.
He's talking about de_dust2, which is the #1 comp map in the game. When you start in CT spawn if you run to the B bomb spot, there's a door that the terrorist team shoot through as the CT team is passing by trying to go to B. Same idea, AWP (which is practically identical to M24 in AAPG) can pick off guys as they pass by. The gap to shoot through is smaller than in Overload, but I also know that I have cursed the game endlessly when dying by getting sniped from there.
Looks like this:
You joined the world's greatest army to become a graphic artist? Outstanding!
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
One of the greatest, most played maps of all time has a sightline from spawn to the ONLY route to B site. I'll even grant you that with the buy system it changes the dynamic, not giving the AWP for a few rounds at minimum, but even then you can spam an AK in round 2 if you so choose, seen plenty of AK HS there. Point is, acting like an open sight line destroys map viability is, by way of precedent, wrong.
And whip there were, giving you the benefit of the doubt, *some* servers that had no spam rules on MOUT, but many more didn't. You played enough MOUT matches to know you just had to deal with it, and use it. The big difference here is that everyone can have up to 4 fogs, AND can SUPERNINJASLIDE through any spam location and rarely die.
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
Mout Mckenna had tunnels, so therefore you are wrong if you wanted to avoid spam you could go tunnels. I havn't played this map above you are talking about but I am guessing its Counter Strike by the AWP I don't play CS and havnt played much of it on any versions, but I bet I can prove you wrong if you tell me the map and I go look at the layout. Also can we please stick to the America's Army series when describing how maps and other game play features are? Thanks. If I wanted a Counter Strike copy I would go play Counter Strike.
Also there simply nothing wrong with what whiplash suggested. His suggestion is perfect and we can leave it at that. It will have no effect on any of you guys disagreeing. Will only have an effect on people in favor therefore all that needs to be done is whiplash's suggestion being added.
He's talking about de_dust2, which is the #1 comp map in the game. When you start in CT spawn if you run to the B bomb spot, there's a door that the terrorist team shoot through as the CT team is passing by trying to go to B. Same idea, AWP (which is practically identical to M24 in AAPG) can pick off guys as they pass by. The gap to shoot through is smaller than in Overload, but I also know that I have cursed the game endlessly when dying by getting sniped from there.
Looks like this:
Thats way way way more complex than what we have currently.
I'd just echo .sauce's thoughts.... Go for it I guess. I couldn't really care less both ways. It just seems a little blown out of proportion. My knee-jerk reaction would be to just deal with it though..
Also, a point for consideration: any time there's a so called 'flaw', glitch, or otherwise problem with a map, the question should be asked: does it significantly disadvantage or hinder only one side? In this case, clearly not... it's something that both sides have to deal with regardless. It's not as though one team or side is advantaged or disadvantaged by it more than the other. I guess here it just lies in the skill and decision making ability of the players, kinda like it does all the time.
Well, actually, the assault team doesn't get hindered. From the assault spawn a player can go to each side of the map without worrying about spam. Only the defending team has that issue.
You joined the world's greatest army to become a graphic artist? Outstanding!
Totally agree whip. Nothing wrong with suggestion or discussion. And I think it's a good idea.
Defense on the map is tough, but that's mostly because I think the map is too busy for C4. Seems like a 3 site take and hold would be a better way to use the space and allow for the complexity of the map to shine. Then you could just place the hold sites according to the current map layout and maybe not even change the current design. Put the current assault quick access hold site on that side, one in the center, and one on current defense side and you can leave that sightline open so that assault can better defend their easy hold. Add some travel time to assault side to make up for the imbalance of the sightline, that kind of thing.
Thats way way way more complex than what we have currently.
No sprint in CS. No slide in CS. Have to buy a smoke to provide visual cover. No bullet travel time. No bullet drop. AND that screen shot is a highly covered angle to keep the T safe from counter-sniping, it's a little more open than that. But I'll respect the "stick to AA" remark, just trying to add some perspective- unwelcome as it may be.
Comments
Is there a chance it could be FOG'd?
I've seen others complain of that, it's very simple, be careful in in long sight lines.
It's now banned after the
latest update.
LETS GO PENS
@Super6*1, you can FOG it but most players save their FOG's for the C4 plant. Those lines can also be counter-sniped too. I'm just not a big fan of spamming at spawn to spawn. I prefer to allow both teams to get a start towards their relative positions before taking/giving fire.
I think Wal-Mart is having a super sale on pairs, maybe they could obtain some while they are on sale?
_________________________
********Bam4D********BE ALL (THAT) YOU CAN BE!
________Army 1980_________
IMO, I think there are some creative solutions, real-world solutions that only require people to explore the practical use of the tools they've been given. With that, a map change ins't worth it.
_________________________
********Bam4D********BE ALL (THAT) YOU CAN BE!
________Army 1980_________
Same. I've never seen spawn spam in any map as being a good thing. Just an annoyance to those who are trying to get where they're going at the beginning of the round. Getting shot by a sniper within the first 10 seconds of the round as you're running across that small area is ridiculous.
MOUT McKenna used to be the same and servers had all sorts of no spam rules to stop people from doing it.
Problem is that the sight line is so long that even running around the back can get you killed (it has gotten me killed plenty of times). It's really only a problem on the defensive side.
All I ask is that a blockage is put back here. Extend the wood a few feet to the right, or put a barrel there for all I care. That way people can run past short Y to the other side. If they want to run short, then they can fight whatever sniper is there.
This why this game is dying people playing it lack common sense. Thank you whiplash for your honest post. There should always be a way to go around it usually a longer route as whiplash suggests. That way there if you want to avoid the spam you are very delayed in your route. Right now you cannot get to any where on the north side of the map with out going through that site line it is complete nonsense.
And whip there were, giving you the benefit of the doubt, *some* servers that had no spam rules on MOUT, but many more didn't. You played enough MOUT matches to know you just had to deal with it, and use it. The big difference here is that everyone can have up to 4 fogs, AND can SUPERNINJASLIDE through any spam location and rarely die.
Again, I don't think it's a terrible idea to find a way to disrupt a sightline deep. Go for it, I just don't understand the embellished doom and gloom associated.
LETS GO PENS
Mout Mckenna had tunnels, so therefore you are wrong if you wanted to avoid spam you could go tunnels. I havn't played this map above you are talking about but I am guessing its Counter Strike by the AWP I don't play CS and havnt played much of it on any versions, but I bet I can prove you wrong if you tell me the map and I go look at the layout. Also can we please stick to the America's Army series when describing how maps and other game play features are? Thanks. If I wanted a Counter Strike copy I would go play Counter Strike.
Also there simply nothing wrong with what whiplash suggested. His suggestion is perfect and we can leave it at that. It will have no effect on any of you guys disagreeing. Will only have an effect on people in favor therefore all that needs to be done is whiplash's suggestion being added.
He's talking about de_dust2, which is the #1 comp map in the game. When you start in CT spawn if you run to the B bomb spot, there's a door that the terrorist team shoot through as the CT team is passing by trying to go to B. Same idea, AWP (which is practically identical to M24 in AAPG) can pick off guys as they pass by. The gap to shoot through is smaller than in Overload, but I also know that I have cursed the game endlessly when dying by getting sniped from there.
Looks like this:
LETS GO PENS
On top of that, it wasn't made by the devs.. any requests for change may need to go through the original author too.. Maybe he meant that to be there?
Thats way way way more complex than what we have currently.
Also, a point for consideration: any time there's a so called 'flaw', glitch, or otherwise problem with a map, the question should be asked: does it significantly disadvantage or hinder only one side? In this case, clearly not... it's something that both sides have to deal with regardless. It's not as though one team or side is advantaged or disadvantaged by it more than the other. I guess here it just lies in the skill and decision making ability of the players, kinda like it does all the time.
And it's insulting to the designers. Respect the hard work at least try for 2hrs before posting..
_________________________
********Bam4D********BE ALL (THAT) YOU CAN BE!
________Army 1980_________
Defense on the map is tough, but that's mostly because I think the map is too busy for C4. Seems like a 3 site take and hold would be a better way to use the space and allow for the complexity of the map to shine. Then you could just place the hold sites according to the current map layout and maybe not even change the current design. Put the current assault quick access hold site on that side, one in the center, and one on current defense side and you can leave that sightline open so that assault can better defend their easy hold. Add some travel time to assault side to make up for the imbalance of the sightline, that kind of thing.
No sprint in CS. No slide in CS. Have to buy a smoke to provide visual cover. No bullet travel time. No bullet drop. AND that screen shot is a highly covered angle to keep the T safe from counter-sniping, it's a little more open than that. But I'll respect the "stick to AA" remark, just trying to add some perspective- unwelcome as it may be.
LETS GO PENS