Highpower is such a terrible map in terms of balance.
Lets compare the two sides of the map;
Tne side with the massive hole has a total of SIX precision weapon spawns and a confirmed chance of a power up and hydra and TWO grapple.
Not to mention its entire base has a clear view of both the sniper spawn and mid map vehicles spawns.
Waterfall side has ONLY TWO precision weapon spawns, only one spawn tossed up for a hydra or Ravager and has to fight for a power up and only one grapple.
How on earth is this supposed to be a balanced battle between these two spots?
Seriously 343, please fix this once forge allows you to add more stuff.
I can’t believe a map in a game in which there are random weapon and vehicle spawns where players spawn with niche close range weapons has balance problems, just shocking.
Its almost like the “core gameplay” is deeply flawed or something.
Waterfall side’s main advantages come from it having high ground and safer access to basically everything on both its side of the map and even the neutral points of interest. Waterfall almost always snags the cliff side power weapon and power up in my experience unless the teams are very unbalanced. Their gravlift is also more secluded and so they have somewhat more consistent control over the ledge power weapon and by proxy the explosive and pseudo sniper weapon racks on the ramp next to it.
That said, the weapon rack imbalance, harder access to the neutral vehicle spawn, and general sight line disadvantage does majorly suck. The usefulness of the cliff power weapon and power is also very variable, and given the wasp spawn whoever gets a hydra is having a better time.
Highpower isn’t even the worst BTB map in the game.
It’s an asymmetrical map with asymmetrical base strengths.
First, I completely agree the difference in ease of available precision weapons needs to be addressed. The waterfall base kinda gets the shaft in regards to access to precision weapons and anti vehicle weapons. If waterfall base loses control of the high power platform, they lose access to their tier 2 sniper and an anti vehicle launcher. Cliffside base doesn’t have to worry about that at all.
But waterfall base also has very safe access to their man cannon compared to cliffside base. This makes it easier to hold High Power and keep sniper control for waterfall team.
If you combine that with the fact that Cliffside’s Wasp spawn is visible from High Power while Waterfall’s isn’t, it means waterfall base will usually have air superiority on teams that understand the map well. Whoever’s on High Power with the sniper can just instantly destroy Cliffside’s wasp if they’re keeping an eye out on the game clock.
Each base has it’s own strengths in regards to defense as well. Cliffside base is difficult to approach because of the openness of the front fields it has. But Waterfall base can post up directly on the other side of the big door which can make it very tough for Cliffside to leave their base, especially if the door and one side route us locked down.
So my conclusions after a lot of time on the map.
Waterfall base has easier access to a safe wasp, the Sniper spawn, the sword spawn, the middle vehicle drop, High Power, and locking down the middle lane. Basically they get free power weapon control a lot of the time.
Cliffside base has easier access to standard precision weapons and the middle map rocket spawn. This gives them the ability to essentially shut down infantry assaults on the base unless Waterfall is also sending vehicle support at the same time.
Which one do you give that to? I think it’s Breaker for me. The map is just a constant stalemate until the last two minutes when the game arbitrarily decides to start spawning one team in better spots than the other lol
I find most of the issues with Breaker stem from the 12v12 nature of Infinite’s BTB. That map isn’t particularly bigger than any of the old BTB maps. Teams get funneled through narrow passage ways and the snipers are on top of the bases, so snipers can just camp the whole game without having to move. And fiesta vehicle spawns are awful.
The man cannon itself is protected but anyone pushing from Waterfall side is entirely alone. Cliffside has very open support from the entirety of their base to help hold sniper perch.
I find it often falls in Cliffsides hands, given that at any time most of that team have precision weapons to target any Waterfall attackers. Where as they rarely have any to defend themselves with.
This might work in theory but Highpower is so exposed to Cliffside that holding it is rarely possible unless Waterfall side is dominating and pushing back Cliffside into their base. Almost always, teams either have their wasps stolen or take them.
Waterfall side can safely reach Highpower, sure. But Cliffside has all the geographical advantages to hold it. Like the small cover built into the waterside end of the mountain splitting the map in two.
I’d agree even remotely if it weren’t for the fact that the map hosts zero assymetric gametypes like assault or one flag. Not to mention the sheer numerical superiority of potentially 3 BRs & 3 Commando’s VS 1 of each or 2 Commandos renders any holding positions very inert.
Not to mention the CQC weapon spawn is on the Cliffside part of the door. Consistently offering them the advantage.
Incorrect. It has one at hand and the other two are basically mid map.
The other two tier 2 precision spawns are waterfall side, even the wall itself is on Waterfall side, and both are on the waterfall side of the wall. The actual middle of the map is the space between the wall and the chasm. Anyone spawning waterfall can secure both the other tier 2 precision spawns with plenty of time to spare before someone from chasm side shows up. (Providing they are each using equal methods to get there, on foot vs on foot, vehicle rush vs vehicle rush etc)