OBJ Waterloo Terminus Gameplay


(stealth6) #1

Here are my thoughts about the gameplay in the objective version of the map Waterloo Terminus.

Everybody I’ve talked to said what’s the point in this pump? It delays the attackers for about 10 seconds, but that’s it. There is no way the defenders can disable it again so move it or loose it.



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This chair was moved in the last patch removing the only way to get near the enemies pump without being seen. The piece of ceiling circled in green is what stops you from jumping up. So same as above, decide what you’re doing with that pump, if it remains I think this is a good route to disable it.



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Next point is the wall and the forward spawn. Once the attackers have the forward spawn you can pretty much kiss the wall goodbye.

Defenders then have all this defence. Loads of objects to crouch behind and a clear view of where the defenders are coming from and a clear shot. (Defenders have pretty much no obstacles to hide themselves)



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Here I’ve highlighted the fact that defenders have little to no cover. This map is inspired by oasis (I think), but here it’s missing something the old version had. In the old version you could prone behind the low wall and then you could only get hit on the tip of your head (if I recall correctly). Then you could proceed to crawl into the green highlighted area (behind a closed door) On DB’s version there is no closed door or any cover really. The tiny wall also allowed you to hide in the blue area and wait for the right moment to pounce on the flag.



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Here’s another low risk spot for the attackers to stop defenders disarming the wall



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Something I said earlier about waiting for the right moment to pounce on the flag won’t be needed in DB since you can’t “pounce” the flag. It takes a while to cap so you’d need your whole team to focus on defending somebody as they attempt to cap it.

I don’t know how long it takes to capture the forward spawn and a visual aid would be cool. It would also be nice if somebody could explain how long it takes to cap it. In all the games I’ve played so far we’ve never managed to recap the point.

The engineer is very open to attack while he defuses too, but I think this is alright (was the case in W:ET too), difference is in W:ET your team would be distracting while you defuse, but in DB you’re team doesn’t stand a change due to lack of cover.


(stealth6) #2

Another screenshot pointing out there’s not much cover for the defenders to retake the forward spawn. You can easily get somebody hiding behind the metal plate from the balcony.



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(stealth6) #3

So as stated earlier the capping time for the forward spawn is too long imo. Just tried it ingame, it takes 10 seconds to cap the point and if 2 players 1 from each team are on the point it turns neutral, so you first have to kill them before you can cap… making it even harder to retake.

Next point the terminal (any class objective) Why did this turn into an any class objective? This was the best part of the map, best choke point for the defending team. I like the fact that only an engineer could complete it, adds a level of tactic to the gameplay - should I first kill the engineer and be sure they can’t complete the objective, or should I kill the medic first so he can’t revive him. Now anybody can repair it or all at the same time which just rushes past it.

This was a nice addition, but is turned into a minor speed bump by making it any class.


(EnderWiggin.DA.) #4

Disclaimer: I haven’t gotten to play this map/game with a lot of people so maybe this is a non issue on a full server but…



Here’s my issue is a nutshell. You can shoot through glass in the game. The glass railing makes it difficult for people coming through the door to see me from this position but it’s easy for me to see them. I think this could be a balance issue.


(iwound) #5

should be bullet proof or smash but there is no dynamic objects apart from the leaves falling from shot trees ahhh!


(Mustang) #6

Yup, glass should be bullet proof or destructable (3 shots to smash) but not just penetrable.