343 Can you guys adjust Escape from A.R.C.

It seems like it may to easy once one team has control of garage to dominate the opposing team, especially if the defending team is not lobbied they are to uncoordinated to mount a proper defense. And after the armory is lost there is very little hope for recovery mainly because the only alternate route is completely controlled by vehicles from the garage

343 might as well fix Apex’s Spire, Stormbreak’s Fortress, and Noctus’ Monument with that logic. Warzone is a game of momentum it only makes sense that the middle most base offers the best advantage. It is also fair because both teams have an equal chance to grab the middle base.

That’s the whole point of playing with other people, seriously. Get coordinated, use your mic, do call outs even if yoou think no one is listening, do everything you can if you want to win.

I think Arc and its assault counterpart are bad maps for that reason. Stormbreak, Apex, and to a lesser extent Noctus have middle points which are advantageous to hold, but not nearly so much as the garage on Arc. The other maps are laid out such that you can circumvent the middle point if you feel it’s necessary, or if you’re attempting to flank; on Arc, one way or another, you need to go past the garage to get anything done. It’s not unheard of to have only the armories without the fortress/spire, but good luck managing that on Arc (this may be a consequence of Arc being significantly more center focused with large swaths of land between the cores and the first armory that go largely unused, but either way it’s a flaw in the map). Also, Arc’s garage offers a roof to pin down the enemy with very little risk or consequence to the team holding the garage, whereas Stormbreak has a softkill timer, Apex has terrain to prevent that, and Noctus has no (intentional) way of getting to the top of the monument short of a flying vehicle to abandon.

What I’m saying is that, while the middle point on every warzone map is advantageous to hold for one reason or another, the garage on Arc is advantageous for every single one of those reasons with none of the drawbacks. It’s just not particularly well designed.

> 2533274823519895;4:
> I think Arc and its assault counterpart are bad maps for that reason. Stormbreak, Apex, and to a lesser extent Noctus have middle points which are advantageous to hold, but not nearly so much as the garage on Arc. The other maps are laid out such that you can circumvent the middle point if you feel it’s necessary, or if you’re attempting to flank; on Arc, one way or another, you need to go past the garage to get anything done. It’s not unheard of to have only the armories without the fortress/spire, but good luck managing that on Arc (this may be a consequence of Arc being significantly more center focused with large swaths of land between the cores and the first armory that go largely unused, but either way it’s a flaw in the map). Also, Arc’s garage offers a roof to pin down the enemy with very little risk or consequence to the team holding the garage, whereas Stormbreak has a softkill timer, Apex has terrain to prevent that, and Noctus has no (intentional) way of getting to the top of the monument short of a flying vehicle to abandon.
>
> What I’m saying is that, while the middle point on every warzone map is advantageous to hold for one reason or another, the garage on Arc is advantageous for every single one of those reasons with none of the drawbacks. It’s just not particularly well designed.

But garage isn’t a giant fortress.

There is a hole in the roof and 4 other entry ways. Vehicles can be picked off as they come out of the spawn door. Banshees can bomb through the roof, tanks can shell entrances, ghosts can splatter inside. The garage is fine.

ARC also has the two armories extremely close to one another. The best offense to garage is to pinch it with both armories. Even the bosses spawn on the outside of the map far away from garage, so they’re forced to leave garage. Heck the banshee pilot even tears through players on the roof.

ARC is fine in my opinion.

> 2533274847916490;5:
> > 2533274823519895;4:
> > I think Arc and its assault counterpart are bad maps for that reason. Stormbreak, Apex, and to a lesser extent Noctus have middle points which are advantageous to hold, but not nearly so much as the garage on Arc. The other maps are laid out such that you can circumvent the middle point if you feel it’s necessary, or if you’re attempting to flank; on Arc, one way or another, you need to go past the garage to get anything done. It’s not unheard of to have only the armories without the fortress/spire, but good luck managing that on Arc (this may be a consequence of Arc being significantly more center focused with large swaths of land between the cores and the first armory that go largely unused, but either way it’s a flaw in the map). Also, Arc’s garage offers a roof to pin down the enemy with very little risk or consequence to the team holding the garage, whereas Stormbreak has a softkill timer, Apex has terrain to prevent that, and Noctus has no (intentional) way of getting to the top of the monument short of a flying vehicle to abandon.
> >
> > What I’m saying is that, while the middle point on every warzone map is advantageous to hold for one reason or another, the garage on Arc is advantageous for every single one of those reasons with none of the drawbacks. It’s just not particularly well designed.
>
>
> But garage isn’t a giant fortress.
>
> There is a hole in the roof and 4 other entry ways. Vehicles can be picked off as they come out of the spawn door. Banshees can bomb through the roof, tanks can shell entrances, ghosts can splatter inside. The garage is fine.
>
> ARC also has the two armories extremely close to one another. The best offense to garage is to pinch it with both armories. Even the bosses spawn on the outside of the map far away from garage, so they’re forced to leave garage. Heck the banshee pilot even tears through players on the roof.
>
> ARC is fine in my opinion.

The roof is a moot point, considering getting any aerial vehicle happens at level 6 or whatever level it is for a random rare. The quickest way of circumventing the lower entrances is getting up on the crates towards the second floor. Even then, everyone is spamming grenades so it is difficult to get in. The only decent entrance is by way of the dump truck on the ledge onto the roof, which is hard to do, especially if there are enemies there. With no cover, it is difficult enough getting over there. So really, if the other teams wants to make the garage a fortress, they can do it. They may not be able to keep all three areas, but I see teams hold down the garage and at least one base practically every game.

The big problem is if you lose all three objectives to the other team. Getting back into the game is still a manageable task on other maps, but ARC removes the one effective way of doing this by only having one route for vehicles from your base. You’ll get the other team holding down the tunnel with a tank, which pretty much prevents you from getting even a ghost through if they are halfways decent. It takes a lot more time getting past the stalemate, which means you lose significantly more tickets than on any other map in the same scenario. It makes coming back practically impossible the vast majority of the time.

> 2533274830264777;1:
> It seems like it may to easy once one team has control of garage to dominate the opposing team, especially if the defending team is not lobbied they are to uncoordinated to mount a proper defense. And after the armory is lost there is very little hope for recovery mainly because the only alternate route is completely controlled by vehicles from the garage

You can still take both armories and have control of the map