The spawns on this map are even worse than before. Defense spawns 2 feet away from the garage, and offense spawns by the armory.
I’m guessing the stats are even more skewed towards defense than they were before.
The spawns on this map are even worse than before. Defense spawns 2 feet away from the garage, and offense spawns by the armory.
I’m guessing the stats are even more skewed towards defense than they were before.
Yes i completely agree the new spawns on this map are terrible. Along with this map the other map with the garage in it they changed the spawns ( i dont know why they were fine before) and those are worse now. Trying to prevent people from being spawn camped giving a far away spawn points but they are absolutely terrible. Guess likely there wasn’t any good options.
Yeah Urban is rough for attackers. If you don’t cap garage on your first push you have to spend the rest of the game trying to trek back to it.
One of the reasons I avoid these playlist, the Garage is also not well suited for Defence / Attacking as it’s super easy to hold.
Also with the snowball effect of Req’s if you lose the opening push the other team will have a bunch of Req energy compared to your team so their advantage increases and once they have BR’s and get on the roof it’s gg.
> 2533274803493024;3:
> Yeah Urban is rough for attackers. If you don’t cap garage on your first push you have to spend the rest of the game trying to trek back to it.
What I really don’t get is why the defenders don’t have an equally long trek back when they die.
Defense has a much shorter path, with way more cover.
> 2533274796134361;5:
> > 2533274803493024;3:
> > Yeah Urban is rough for attackers. If you don’t cap garage on your first push you have to spend the rest of the game trying to trek back to it.
>
>
> What I really don’t get is why the defenders don’t have an equally long trek back when they die.
>
> Defense has a much shorter path, with way more cover.
cause the spawns would be directly net to each other and spawn camping would occur, much like it did before.
I felt like Urban before it was dropped gave attackers a great chance to capture Garage and AT LEAST move on to the Armory. Defenders were at a severe spawn-travel disadvantage.
Now, its almost like the reds and blues spawn near one-another after a few minutes. If you spawn on the Red team wait a few seconds, take a few steps, and look to your right and you’re likely to see 3-4 blue guys spawning behind one of the giant round landscapes.
> 2533274840624875;6:
> > 2533274796134361;5:
> > > 2533274803493024;3:
> > > Yeah Urban is rough for attackers. If you don’t cap garage on your first push you have to spend the rest of the game trying to trek back to it.
> >
> >
> > What I really don’t get is why the defenders don’t have an equally long trek back when they die.
> >
> > Defense has a much shorter path, with way more cover.
>
>
> cause the spawns would be directly net to each other and spawn camping would occur, much like it did before.
This is worse. Spawn camping didn’t happen every game, but now the deck is so tilted toward defenders each game is no fun.
> 2533274803493024;3:
> Yeah Urban is rough for attackers. If you don’t cap garage on your first push you have to spend the rest of the game trying to trek back to it.
Yea, I didn’t expect my team to be able to actually take it within the last 30 seconds… it was such a rough game… but I believe we ended up winning.
I just had another joke game on this map. It needs to be fixed.
Bump
It is whack but at least you can’t completely spawn kill. I’d rather have this
> 2533274827225935;7:
> I felt like Urban before it was dropped gave attackers a great chance to capture Garage and AT LEAST move on to the Armory. Defenders were at a severe spawn-travel disadvantage.
>
> Now, its almost like the reds and blues spawn near one-another after a few minutes. If you spawn on the Red team wait a few seconds, take a few steps, and look to your right and you’re likely to see 3-4 blue guys spawning behind one of the giant round landscapes.
It’s a big cluster of a mess but I’d rather have another map in the rotation
Psst guys or else Urbane goes lost in action like Orion
Never played assault ver.
Urban is a really fun map for competitive warzone assault and is definitely possible to win as both attackers and defenders. The new spawns make it more challenging for attackers to capture garage, but easier for them to capture armory. It is in no way broken
I don’t usually play assault so I wouldn’t know. Dint even know they made changes. I play normal WZ.
> 2533274887428223;16:
> Urban is a really fun map for competitive warzone assault and is definitely possible to win as both attackers and defenders. The new spawns make it more challenging for attackers to capture garage, but easier for them to capture armory. It is in no way broken
I agree that it is not broken. People complain because they have no strategy.
> 2533274902088532;18:
> > 2533274887428223;16:
> > Urban is a really fun map for competitive warzone assault and is definitely possible to win as both attackers and defenders. The new spawns make it more challenging for attackers to capture garage, but easier for them to capture armory. It is in no way broken
>
>
> I agree that it is not broken. People complain because they have no strategy.
It’s the only map where my win percentage is under 50%. As a solo player, that’s where I expect it to be.
A sub 50% win percentage is the definition of broken. And my sample size of games played is large enough that I should be right at 50%.