[QUOTE=BioSnark;527603]
There’s actual agency and not just players choosing between one of three tunnels into killboxes. Players aren’t forced together in fake cohesion due to funneling. Flanking chokes is not just possible but hugely beneficial. The outcomes of small duels matter and it’s not just chokepoint cluster****s.[/quote]
Funny how much I disagree.
I really like Execution also, and think it could be the main go-to mode insofar the bigger esports events (purely because SW games are just unwatchable, never were, and never will be).
From what I’ve played the most optimal tactic was to stick together as a 7-player army. You can camp one of the chokes - preferably under a bridge to avoid skyhammers, wait for the first wave of defence/attack come at you and mow them down. At that point you can stick around, wait for the ‘flankers’ to come from behind, chase those down and kill them too. At this point you are looking at something like 6v3 or 7v4, basically winning you the map.
There’s enough ceiling that airstrikes are decent but not arbitrary death abilities. Arty strike seems useless which is a flag for a good map because in no context should such an ability be useful. Lt ammo is actually useful because of the game mode but I wouldn’t mind an ammo dispenser in an open, dangerous location like ~ map center that’s potentially covered by train and the 2 story buildings near the plants and therefor not desirable.
There is not nearly enough ceiling in the map. Most of the ceiling includes the main bridge that splits the map, and some dangerous tunnels. You could almost never try to rush any open area of the map due to 3-4 skyhammers on the opposing team spamming airstrikes. Airstrikes length, and lack of smoke make them very hard to see & predict. I’d almost always camp under the bridge until I’m positive most of the airstrikes were already thrown.
Also don’t know what your beef with Arty is, but I found it be useful against reinforced Aura positions.
Lack of soft cover is a nice change. It’s reminiscent of CS. Open maps emphasize the cover provided by corners and makes crossing or covering the areas in-between more dramatic. It encourages the use of the many alternate routes to avoid/flank a choke. Also makes medic reviving difficult because people who die out of cover are so exposed. In my opinion that’s a good thing given the mode. The bushes could use pruning because hard cover should have obvious binary states.
Lack of soft cover is terrible. It makes every single area of the map feel like every other are of the map. Apart from some verticality and windows, there is no sense of ‘I’m better of fighting from this position’; or ‘I can take advantage of where the opponent is’.
The game is WAAYYY too fast to become a CS corner-camping. I really don’t think it should go that way. I’m not saying that soft cover should be spammed all over the map like a shopping mall during zombie-apocalypse. But I’d welcome A LOT more variety in how individual firefights are played, based on the part of the map. Atm. each building is exactly the same, and speed of the game makes up for any positioning advantage (except them windows).
Typically if you get a drop on someone they can:
- realistically fight back and still win (if they are confident in their aim)
- run away easily
The amount of verticality is sufficient to be interesting without having so many windows/ledges that they can’t be accounted for and feel like arbitrary death portals. The trains, a location with great coverage and an area transition, is also highly exposed, which is fun.
Agree!
Verticality is really nice and well balanced throughout the map. The train carriages splitting the bomb sites are great. Bushes have to go, like you said.