#Hello, everyone!

1 messages · Page 1 of 1 (latest)

ornate brook
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The center point is already generally the hottest spot in a conq map for obv reasons. Plenty of maps have good defending points in the center, outskirts, salhan, tensa, Azagor, without them being 360 degree 10 story fortresses with sightlines over all the flank paths. Turn it into a tall warehouse(s) like its an amazon fulfilment center. Ppl that want the high ground can do so from the roof and bear the risk of a heli gunning them.

carmine eagle
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new namak is quite good

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needs more flank routes tho

alpine geyser
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I voted for River.
After many hours on Waki i've found that it has some really great places to have fights in, they just aren't at any of the objectives. The forest behind D, the buildings near the exit of the tunnels near A, etc. Wakistan has nice places, it's just everyone wants to be on the bridge.
Valley is similar. Valley has some amazing terrain and pathways between the objectives, but the objectives themselves (mostly around the central tower) are a pain to fight over. The little construction site. The fence area with rocks that's great to fight with tanks. The forests before the solar fields. The military camp on the way to a windmill. The shipping crate loading area. Really fun places to fight over that just sometimes you can't just sprint through.
River might be a big map, but it feels really small. It's only got two (and a half) 'locations'; the building, the crates, (and the loading cranes). Their size is good for the player counts, but they're the same everywhere and it doesn't feel like one part of them is any different to another. River has so much potential to be a great map, while the others are already good.

dire dirge
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we dont need discord making any more decisions. push the update. bring the game back to life.

slim prism
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Where's the revert basra option

remote summit
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Will any of these reworks delay the update further?

noble gazelle
hybrid bane
drowsy slate
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The big building in the middle of River is basically a giant CQB bloodbath with great sniping opportunities offset by the even bigger sniper sight lines.

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River Night is an epic only surpassed by Lonovo Night.

idle meadow
# young vault No

Logical answer, however this is the battlebit devs we are talking about

signal crystal
idle meadow
jade bison
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River needs it most.

There are only a few locations that allow you to get to main building with relative safety. DMR's/ Snipers will sit in any random floor and window and pop you at the containers or attempting to run towards the building.

There's no incentive to leaving the middle area once you've gotten there. There's no threat once you're in the main building. Assaulting it plays like crap cause the only way to cimb floors is to build or rope since stairs are always blown up. There's too many floors to clear & its a vertical audio nightmare. The parking lots dont make sense to be on that side of the building, cause they're super open & the back side of the building has cover, but never is used. Half of the map does not see any player traffic due to the attraction of the main building & cranes.

Map plays in a 'half moon' style where the main building control wins you the game no matter what objects you're taking. Outside objectives mean nothing. One side of the map has clear sights while the other has none because of trees. Subconscious/consciously forcing players of that side to push either to container area or main objective, creating more spawn points, and making that side win more often.

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As soon as river is picked you more than half the lobby change to dmr/sniper. Which is not a bad thing, there just needs to have:

  • Main building assault routes with great vertical cover from the building (Parking garage)
  • Removal of most of the floors, non-destructible stairs
  • Main building needs to be rotated 180 degrees or at least put its assets in the proper location
  • remove some of the trees from one side of the map to give better sightlines
  • add trees to the other side of the map to reduce sightlines
  • Add more to the partially completed bridge to allow cars to use it as a ramp to jump across, opening a path to the main building
signal crystal
solemn jetty
quick hare
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i think river is in the most need of a rework, although spicing up the fan favorite map also sounds like fun

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generally the idea of making the cargo ships a part of an objective would be like having a little nuketown in the middle and i'm all for it

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i like the basra ships but the roomy and sniper-friendly ones on river are too good to pass up imo

unborn prairie
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I somehow really dislike Wakistan, because its too bridge centered and the rest is just dead Space where no one is or you simply cant find a way to enemies. Would be great to see a slight rework

inland remnant
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Most of the maps simply suffer from really wide open spaces that only serve as space to snipe or flank, or kind of boring texture work imo (flat greys for buildings). Just focus on upgrading current maps imo

still hinge
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vote wakistan; me and my homies hate wakistan

slim prism
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My honest reaction when waki gets triple rivers votes

quick hare
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would not be surprised if the people who voted for waki proceed to hate what the devs do to it

slim prism
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That's my job

inland remnant
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I genuinely hope Waki's update would just be mirroring the map to add a second bridge

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that'd be so fucking funny

normal galleon
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good idea actually, i'm thinking like bridge from f/c2 to c/c1 or other way around

earnest flint
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Prolly been said already but Wakistan desperately needs a rework

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It's the most memed-about map in the community for a reason

quiet plinth
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It comes with no surprise that wakistan makes it to 1000+ votes on the third day . BB_Door 🐴

woven coral
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I think all maps we need rework it!!!

steady grove
idle meadow
earnest flint
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Oh river definitely does lmao

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The center building is awesome to fight over and is a great power position for a team to hold but having the entire map center around who controls one building kinda sucks

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Both teams have an advantage in holding the point nearest to their spawn, and if one team holds the building, it's much easier for them to hold the point with all the containers

south sphinx
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I think some feedback about the maps in battlebit is the way objective zones are currently drawn on the map. Right now they are only circles of varying sizes and don't really take into account how the map is acutely build. Some times you are in a building and move two steps over an imaginary line and you are not holding the objective anymore. There is also very little feedback beyond the small emblem on the middle of the screen. I would like the objectives to be handled more individually, taking into account the area they are actually meant to represent (like buildings and other structures like trenches). It can be unsatisfying to not be able to hold a certain spot and not be allowed to either block the spawning of new enemies or not being able to hold the objective.

signal crystal
fresh ingot
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even more interesting to see, how this poll is almost 1:1 reflect a players feedback on map rating, jsut at 10x smaller scale

earnest flint
high girder
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so people dont even care to vote for it

fresh ingot
ebon tinsel
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battlebit with no old namak just like cod with no nuketown and shipment