warzone remove escape from A.R.C

I think this map should be removed. My reasons why I will say later

Here’s some reasons. 1. The way scorpions and wraiths etc get past your armory is very bad because there’s a room where you driving your vehicle close to the garage a enemy could be hiding there they wait until your back is tuned and hijack and put a grenade and there goes a req. 2 your armory and the enemy’s armory is so close together that if you had a energy sword and double shield you could easily take over the base. 3. Is that the place where warden eternal spawns and other bosses is where no one really goes there in the map. There are my reasons

They can’t, there’s not enough maps for warzone to remove any
No matter how bad they may be

I actually like the map and don’t thing I should get removed.

There is also the fact that if you control the garage you can control the entire map. The armories are way to close to the garage. Not to mention that of all the levels it has the worse respawns.

March on Stormbreak is much worse. The Fortress is by far the most difficult base to capture and gives an enormous advantage to the team that first captured it, because aside from the Fortress and its vicinities, there’s only one, easily defendable, path from one armory to the other. Generally, if one team both captures the Fortress and kills Commander Lochagos, it will win by a large margin.

Stormbreak could be partially fixed if 343 added more routes between the armories, through mancannons or letting Spartans climb over the Fortress. Moreover, they should make Lochagos spawn in the caverns, like Warden Eternal.

A.R.C. is alright, the armories being so close give it a unique feel. But there should be more routes connecting the home bases to the middle of the map as well.

This is because it keeps you on your toes makes you think should I go get a scorpion and rec a couple of players or should I just get a a gun and enjoy playing the game.
Plus this map is one of the only war zone maps that doesn’t allow for snipers to be the best players because of the fact that they cant get a ridiculous hight where no one can shoot them but they can just lign up as many head shots as possible. (well compared to the monument and spire)

Yeah ture that if you control the garage you control the map…but every single time I play I get the garage then enemy takes it over. Or sometimes don’t get the garage at all…the map is so unfair

I like a lot better than March on Stormbreak.

> 2535421823120795;7:
> This is because it keeps you on your toes makes you think should I go get a scorpion and rec a couple of players or should I just get a a gun and enjoy playing the game.
> Plus this map is one of the only war zone maps that doesn’t allow for snipers to be the best players because of the fact that they cant get a ridiculous hight where no one can shoot them but they can just lign up as many head shots as possible. (well compared to the monument and spire)

Are you kidding me. Snipers are good in this map. They can get on top of the garage and snipe people. Also they can snipe the enemy garage. I know this because this happens to me all the time

I like March on stormbreak I didn’t like it a frist but I like now…but never liked escape from A.R.C

> 2533274938827434;6:
> March on Stormbreak is much worse. The Fortress is by far the most difficult base to capture and gives an enormous advantage to the team that first captured it, because aside from the Fortress and its vicinities, there’s only one, easily defendable, path from one armory to the other. Generally, if one team both captures the Fortress and kills Commander Lochagos, it will win by a large margin.
>
> Stormbreak could be partially fixed if 343 added more routes between the armories, through mancannons or letting Spartans climb over the Fortress. Moreover, they should make Lochagos spawn in the caverns, like Warden Eternal.
>
> A.R.C. is alright, the armories being so close give it a unique feel. But there should be more routes connecting the home bases to the middle of the map as well.

I have found it to be quite the opposite on this map. When I play, I have found that teams will take Lochagos and then let the other team cap fortress while pushing the opposing armory. This results in one team being confined to fortress while the other team kills all the armory bosses and sacrifice Wamik. Most of my most lopsided wins and loses have come from the winning team doing this. I agree that fortress is hard to cap, but it is also hard to push out of since every exit is easy to watch.

My only real big annoyance with Arc is that it is by far the easiest map to kill farm on.

I don’t like A.R.C or Stormbreak because, I had spawing a vehicle in the fortress or the garge, I prefer spawing at home base, some may disagree because they just want combat and, spawning at home base with a tank takes to long to get to where you want to be, well this is my opinion

> 2533274797149385;12:
> > 2533274938827434;6:
> > March on Stormbreak is much worse. The Fortress is by far the most difficult base to capture and gives an enormous advantage to the team that first captured it, because aside from the Fortress and its vicinities, there’s only one, easily defendable, path from one armory to the other. Generally, if one team both captures the Fortress and kills Commander Lochagos, it will win by a large margin.
> >
> > Stormbreak could be partially fixed if 343 added more routes between the armories, through mancannons or letting Spartans climb over the Fortress. Moreover, they should make Lochagos spawn in the caverns, like Warden Eternal.
> >
> > A.R.C. is alright, the armories being so close give it a unique feel. But there should be more routes connecting the home bases to the middle of the map as well.
>
>
> I have found it to be quite the opposite on this map. When I play, I have found that teams will take Lochagos and then let the other team cap fortress while pushing the opposing armory. This results in one team being confined to fortress while the other team kills all the armory bosses and sacrifice Wamik. Most of my most lopsided wins and loses have come from the winning team doing this. I agree that fortress is hard to cap, but it is also hard to push out of since every exit is easy to watch.
>
> My only real big annoyance with Arc is that it is by far the easiest map to kill farm on.

I have a different experience. From what I learned from my games, the Fortress almost never will change hands. As for the armories, best case scenario, they will change hands frequently, but the team that captured the Fortress will have at least one most of the time.

Even if the team without the Fortress manages to hold both armories, the team in the Fortress has many options. It can spawn a Scorpion and easily maneuver it to whichever side of the map it is most needed. Or you can spawn from your home base and capture an armory from behind – in one game my team captured the Fortress, killed Lochagos and killed Captain Wamik (the team that has the Fortress kills Wamik most of the time, or so I believe), so we were leading by a large margin. But the the enemy had both armories, so I spawned in my home base with Sentinel DMR and started killing enemies, just for fun, I wasn’t actually trying to go for capturing the base. They weren’t expecting to be attacked from behind, so their attemps to run for cover were useless. One or two more Spartans with me and we could easily take that armory if we wanted.

> 2535421823120795;4:
> I actually like the map and don’t thing I should get removed.

Yep. I think it’s a solid map.

> 2533274797149385;12:
> > 2533274938827434;6:
> > March on Stormbreak is much worse. The Fortress is by far the most difficult base to capture and gives an enormous advantage to the team that first captured it, because aside from the Fortress and its vicinities, there’s only one, easily defendable, path from one armory to the other. Generally, if one team both captures the Fortress and kills Commander Lochagos, it will win by a large margin.
> >
> > Stormbreak could be partially fixed if 343 added more routes between the armories, through mancannons or letting Spartans climb over the Fortress. Moreover, they should make Lochagos spawn in the caverns, like Warden Eternal.
> >
> > A.R.C. is alright, the armories being so close give it a unique feel. But there should be more routes connecting the home bases to the middle of the map as well.
>
>
> I have found it to be quite the opposite on this map. When I play, I have found that teams will take Lochagos and then let the other team cap fortress while pushing the opposing armory. This results in one team being confined to fortress while the other team kills all the armory bosses and sacrifice Wamik. Most of my most lopsided wins and loses have come from the winning team doing this. I agree that fortress is hard to cap, but it is also hard to push out of since every exit is easy to watch.
>
> My only real big annoyance with Arc is that it is by far the easiest map to kill farm on.

It is pretty common for me to be on the winning team that captures both armories or on the losing team that only captures the fortress. The way I see it if you can capture both armories you can then essentially pin the opposing team down in the fortress. I’ve been a part of plenty of games where a team can’t leave the fortress because they are pinned down on one side by tanks, and pinned down on the other by snipers. Obviously you can spawn by your home base then, but a good team always has runners that can take are of anyone trying to do that.

I understand killing Commander Lochagos gives a team an initial boost, but it’s not uncommon for a team to overcome that.

> 2535421823120795;7:
> This is because it keeps you on your toes makes you think should I go get a scorpion and rec a couple of players or should I just get a a gun and enjoy playing the game.
> Plus this map is one of the only war zone maps that doesn’t allow for snipers to be the best players because of the fact that they cant get a ridiculous hight where no one can shoot them but they can just lign up as many head shots as possible. (well compared to the monument and spire)

Why should snipers be the best players? Any map should encourage a variety of play styles. And as someone pointed out it’s not difficult to get on top of the garage and pick people off at either armory. From the armories you can cover a good portion of the front of each base if your team is pushing for the reactor. In fact I would argue that ARC is better than Noctus for Sniping.

> 2535421823120795;4:
> I actually like the map and don’t thing I should get removed.

Agreed. I like this map out of all of them. Everything is really close together and warden eternal is where no one goes, but the small proximity has advantages in some cases and the warden is in a better location then Noctus.

No way, I love this map. If anything needs removed it is Stormbreak

> 2535469600463812;2:
> Here’s some reasons. 1. The way scorpions and wraiths etc get past your armory is very bad because there’s a room where you driving your vehicle close to the garage a enemy could be hiding there they wait until your back is tuned and hijack and put a grenade and there goes a req. 2 your armory and the enemy’s armory is so close together that if you had a energy sword and double shield you could easily take over the base. 3. Is that the place where warden eternal spawns and other bosses is where no one really goes there in the map. There are my reasons

  1. this is an enemy player out smarting the tank driver, having the tank come to him rather than trying to rush the tank.
  2. if you have an sword, over shield and a mongoose you can take over nearly all base on any map.
  3. No one goes there, except to kill the bosses, this isn’t a bad thing, the boss is not in the center of fire and is a challenge to kill. Plus, I go back there, great sniping.