What would you change? Urban Assault map <<<

Urban has many issues.
What would you change, to fix them?

>Needs more cover.(no protection)
Armory phase especially.
>Better spawn locations.(Spawn killing)
>Core needs cover especially.
No cover from distant foes means you can’t keep them out.

I dont know.
Nobody can play warzone assault in Oceania.

> 2533274983213185;1:
> Urban has many issues.
> What would you change, to fix them?
>
> >Needs more cover.(no protection)
> Armory phase especially.
> >Better spawn locations.(Spawn killing)
> >Core needs cover especially.
> No cover from distant foes means you can’t keep them out.

-Disagree, since attackers come from one general direction, you can use the armory facility itself to cover you, plus there’s rocks and concrete structure to duck in and out of. Just don’t stray out too far from your cover and watch your flanks.

-Agree, but every assualt map has this issue to some degree because of predictable spawns for attackers.

-Indifferent, if I’m not mistaken the core facility is designed exactly the same way as all the others; with no cover away from the core. Not sure if you’re looking for more cover out on the street or…? If so, then agree but again, every map has this issue, since the facility designs are safe. One thing to remember, it’s hard to give much coverage because core facilities are designed with runways to support safe vehicle spawns.

Problems: spawns are -Yoink- for attackers at the start - leads to spawn trapping
Need of more cover near armoury

solutions:
add a few rocks or trees
IMPROVE SPAWNING

Spawning does need improvement most spawns are very close to the objective. Look at some of the other assault maps some spawns are pretty far making it more balanced for both teams.

Urban’s open design is quite purposeful.

Personally, I have changes to Warzone playing field options in general, nothing for maps specific.

I don’t like Apex7 or Dispatch as much because they’re the most broken up/delayed engagement spawning maps. Apex7 as a whole, Dispatch for the endgame. But that’s preference. I do like how the core bases can be attacked for endgame.

I do like ARC, Stormbreak and Summit because they have that “perfect” mix of all design qualities, not too slow, open, fast, etc.

I do like Noctus and Urban because they’re the Blood Gulch of WZ and WZA. Yes, they’re open and vehicles for the endgame appear are “instantly” at the door… I’d almost calls these the Scorpion Tanks (but tank as in container).
The Monument is designed to slow capture, the Armory to expedite it.

I wouldn’t want any of these maps to play the same, though Apex7 could’ve used a bit more vehicle-sized caves.
… In WZ, I want Crimson Skies type “super vehicles” on the map for players to fight for. Either even more unique vehicles that spawn like PW’s and/or things we can manipulate.
(I know, Arena is easier to have moving things add a layer, both to the skybox or to the field, because not as much happening relative to WZ, it’s a hope :slight_smile: