Because you go insane since it’s one of the maps that appears the most. And when you’re done playing in the map, you’re either insane from raging or insane from it being picked too much.
They don’t put Uncaged on too much because if a good player in Reach gets in Uncaged, you can expect Hell to freeze over.
Really, why are the Forge World Defaults chosen more than other maps? I think I went through about 30-40 Asylums before I got one Countdown. Then the game “lagged” and went back to Asylum.
There’s no such thing as choosing a map. It’s either Asylum or another Forge World map. They appear too much, why not give the other maps a chance? They’re starting to be forgotten.
Funny you should mention that, because all I get is Countdown. I hate that map with a passion because I’ve played it so much. And Uncaged is even worse. It appears almost as often, and has much, much worse gameplay. I can’t stand it.
I actually like Asylum, however the framedrop on that map is horrible. It’s laughable how badly game designers can screw up gameplay. Did you know that this map would be in Team Snipers if it weren’t for the poorly designed Forge World, i.e., too many pixels creating framerate issues.
Bit of a downgrade no? Sanctuary (the word and map) has positive connotations attached it while Asylum (the word and map) does not. Fitting the map would be inferior to the original
Still Asylum isn’t as terri bad as Sword Base. Sure it’s funny how many mindless players go up yellow lift when it’s not safe but just doesn’t feel right. I was pleased with the Sniper coming back, i loved it during the beta.
> Bit of a downgrade no? Sanctuary (the word and map) has positive connotations attached it while Asylum (the word and map) does not. Fitting the map would be inferior to the original
Heh, but surely the mechanics of Reach have something to do with that, as in how players may Jet Pack to R2 or R3 with ease and rain needles down for easy kills.
But Aslyum also lacks the cover that Sanctuary once offered. I’m talking about the rocks that used to actually serve purpose other than to cause framedrop. That goes for Ascension/Pinnacle as well with the whole cover thing.
> > Bit of a downgrade no? Sanctuary (the word and map) has positive connotations attached it while Asylum (the word and map) does not. Fitting the map would be inferior to the original
>
> Heh, but surely the mechanics of Reach have something to do with that, as in how players may Jet Pack to R2 or R3 with ease and rain needles down for easy kills.
>
> But Aslyum also lacks the cover that Sanctuary once offered. I’m talking about the rocks that used to actually serve purpose other than to cause framedrop. That goes for Ascension/Pinnacle as well with the whole cover thing.
The AA just pour salt into open wound >.< I mean yeah ring control is important but I’ve seen several times jetpackers with Needlers rise above R2 and snipe with that thing if anyone is near Car or rocks like you said. Then if they take hits, they drop down and rinse/repeat. It creates a pseudo Reflection, the rings acting like the pillars.
True, frame rate drops in Forge World sucks. It’s manageable but Pinnacle? I haven’t played that map in forever, which is good thing. At least Asylum no one starts off with advantage off Spawn, blue team gets free rockets and sniper on Pinn. Reflection, a good red team who uses pillars will beat the blue team every time since they get uncontested Rockets, shotgun, and if blue team dies jetpacking up the lift, the sniper too. What does blue team get on Re? Just a sword.
In my experience on Reflection the Sword guy always goes towards Shotgun spawn right off the bat, skirmishes with 2 guys, then dies to a 3rd man’s rocket haha
> In my experience on Reflection the Sword guy always goes towards Shotgun spawn right off the bat, skirmishes with 2 guys, then dies to a 3rd man’s rocket haha
I’ve seen this before but the guy coming from Sword as to take an extra take a right from Sword, go up Repeater stairs and then one more left so he can get to shotty. One or two red guys can head there and beat the blue guy every time since they don’t have to cut as many corners. In fact, they get a straight shot at it The blue spawns really suck lol
Would it have hurt to make each team spawn near their respective lifts so that they could at least fight for Rockets down the middle?