Does 343i actually think Vertigo will be fun?

Honestly, who thought that putting a kill-switch on a map would be a good idea? It’s analogous to the Space area on Zealot, Anchor 9, or Condemned - the area is just a death trap.

At first, I assumed that this would be the case - anyone in the area would lose shields. But I just watched the RTX video, and it sounds like EVERYONE on the map will lose shields.

Who thought that this was a good idea? Who gave the Multiplayer team the “go-ahead” with this?

I’m honestly baffled. I can’t comprehend why anyone would think that this would be a good idea. If Vertigo had any chance of becoming a decent, competitively-playable map, it can’t anymore.

I’m sure you can cap the kill switches with forge pieces.

> I’m sure you can cap the kill switches with forge pieces.

Hadn’t thought of that. Good look.

I also spoke too soon. It looks like only the area of the switch is affected.

I think it should be once per game, that way it’s more stragetic.

I think the map should be given a chance after blocking off the button.

I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.

I think it’s only around the towers that you lose your shields. If you go lower or away from them then you shouldn’t have an issue.

Also, give the map a try OP, before you knock it down.

> I think the map should be given a chance after blocking off the button.
>
> I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.

…and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.

> > I think the map should be given a chance after blocking off the button.
> >
> > I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.
>
> …and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.

That’s no problem with me because I don’t play anything with either personal loadouts or Jetpacks off spawn anymore. :slight_smile:

> > I think the map should be given a chance after blocking off the button.
> >
> > I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.
>
> …and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.

If the map is designed properly with plenty of jumps and lifts, Jet Pack will lose some of its power.

> > > I think the map should be given a chance after blocking off the button.
> > >
> > > I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.
> >
> > …and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.
>
> If the map is designed properly with plenty of jumps and lifts, Jet Pack will lose some of its power.

Adding a ton of lifts and jumps devalues the actual verticality of the map.

> > > > I think the map should be given a chance after blocking off the button.
> > > >
> > > > I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.
> > >
> > > …and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.
> >
> > If the map is designed properly with plenty of jumps and lifts, Jet Pack will lose some of its power.
>
> Adding a ton of lifts and jumps devalues the actual verticality of the map.

Spawning with a JP destroys any playability on a verticle map.

> > > > > I think the map should be given a chance after blocking off the button.
> > > > >
> > > > > I’m more excited for Vertigo than I am for Pit. Vertical maps is something this game is seriously lacking.
> > > >
> > > > …and for good measure. Reach showed us how dominating the Jetpack can be, and it’s annoying that we’re going to have to adjust again to a vertical map. I don’t use a Jetpack because the control scheme for Bumper Jumper is drunk. That’s not my fault. What’s annoying is that Jetpacks break all map control, especially on vertical maps.
> > >
> > > If the map is designed properly with plenty of jumps and lifts, Jet Pack will lose some of its power.
> >
> > Adding a ton of lifts and jumps devalues the actual verticality of the map.
>
> Spawning with a JP destroys any playability on a verticle map.

The entire concept of spawning with Armor Abilities destroys any playability on any map.

Needless to say, August can’t come sooner. Certainly looking forward to a few games on Vertigo.

more small to mid size maps are needed in matchmaking. i cant wait til i get my net back, ill be pwning in legendary and throwdown