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I dislike Sword Base because of the claustrophobic lobby area. Generally what I end up seeing is that entire lobby becomes a huge killzone with dozens of nades and sniper fire from above if anybody is foolhardy enough to run out there on a team game. Furthermore you can't really get anywhere useful for objective based games without a jetpack. The other classes just seem imbalanced compared to the jetpack, since running anywhere takes forever, and ultimately the high ground is where it's easiest to survive.
I'm not even really sure why it's called Sword Base. It doesn't strike me much like a military base. It seems more like a laboratory or office building. Maybe it'll become apparent in the singleplayer campaign, but I just can't see a military base having all those skybridges and such, and getting around is just so inefficient. The routes you have to take to get places don't seem to have much rhyme or reason. I guess my main criticism for the map is that it's too generic, too boring. Furthermore, the color scheme makes the entire map disorienting. I would expect one side to be blue, and one side to be red. Instead, both sides are both red and blue. It makes communicating your position to somebody else rather difficult. People who have memorized the map will be able to call out "Side A" and "Side B" but that will still require a lot more thought for the person speaking and the people listening, and by the time everyone figures it out, whatever information is being communicated will probably be too late to make a difference.
What I do like about Sword Base is that the map does have a mixture of open areas and small corridors, and there are some good ambush spots. The game does lend itself towards hunkering down and camping places though, simply because movement is usually suicide.
I like Powerhouse because there is a lot of variety in terrain, and many routes between places. To me, that makes it a good, creative map. Sniping is possible, but so is avoiding snipers. There are plenty of places for heated CQB, but those places can be avoided. There are plenty of places for medium range combat as well, but you're not forced to go into them if you don't want to. Overall though, moving around does force you to pick two of the three, which is a great thing and keeps the game interesting and forces players to make smart decisions with their weapons. The map is also gorgeous. The artists did a good job with textures and the small details, something I sadly cannot really say about Swordbase. There's nothing plain or boring about Powerhouse, and it looks like a real place that somebody would have actually built and used.
My criticism with Powerhouse really comes down to weapon placement. Some are just strewn about out in the open, when there are better places (I would argue) closer by. Some, like the grenade launcher, are excellently placed, so it's not like it's a systemic problem. I love where the rocket launcher is, for example. Going for it really is a risk/reward decision. I really don't like that the gravhammer is included in the game at all, though. It's a brute weapon, and there shouldn't be any brutes around. Replacing it with the sword would be best, I think. Keep the gravhammer for Juggernaut only.
As for game modes, I love love love headhunter. Invasion is quite fun too. Stockpile is another nice addition, I would say, but it really depends on the map. On some maps, Stockpile is absolutely brutal and just not fun at all (Sword Base).
I think Juggernaut will improve if weapons get buffed a bit. As it is the scale is tipped towards melee and grenades, and that benefits the Juggernaut significantly. I know this is the wrong topic and I discussed the weapon/melee/nade balance elsewhere, but generally I like how strong melee and nades are, it's just that weapons need to be a bit stronger.