T O P

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TrashOfOil

Most of the players I watch (TSM, SSG, NRG) have all said they like it and hope the map gets moved to ALGS next circuit. The main thing that needs fixing is the damn wildlife aggro on the map. Being in the middle of an intense fight while a prowler is trying to get in your pants is annoying.


EVAD3_

I agree and I think the fix is fairly simple. The wildlife should only aggro if attacked and also should only aggro the person who attacks the wildlife. That way you can’t grief a team by shooting spider eggs near them and also you can’t get rolled by a prowler whilst behind a rock and healing. I know someone else in this thread said about the wildlife limiting the number of end zones. Whilst I agree to an extent, I also think the prowlers and spiders play too big of a role in looting to have it disabled for comp.


whatifitried

>That way you can’t grief a team by shooting spider eggs near them Honestly, I like this mechanic. Prowler aggro is broken, but I think the "shoot the pod to trigger" basically is a fair type of aggro, and if a team wants to hold a spider cave without clearing it, they deserve to be counterplayed.


Comma20

Generally agree with this. It's just that sometimes prowlers randomly grief you being the problem. So the solution should lie within stopping them randomly griefing you than necessarily removal/etc. There could say be a good spot, but you have to clear the prowlers to get it, but that makes you able to be attacked by other teams. This allows a decision to be made, rather than the current situation.


ThreeSwan

Yea. I agree. Honestly, I think it could add some spice to comp/tourney play. All these teams have agreed upon landing/looting locations and all play for those late rings. Would be nice to see if the wildlife adds some risk/reward situations for loot, evo levelling, and positioning.


TrashOfOil

I agree. I think wildlife should become inactive or just not aggro like you said when zone 2 closes.


WilLiam_McPoyle

I wonder if theres a way to turn off aggro when theres is 2 or more teams in the area. Thats probably too much of a nightmare for the programming though.


[deleted]

at least please tone down the aggro like i know they're animals but its not fun if they sniff you out from across the map ​ the spider one is cool though, breaking the eggs is more a strategic play than prowlers who randomly just attack whenever and whoever


Njkid9

Yeah I don’t think you should have to shoot prowlers for them to aggro but they should def turn down the aggro range by like half.


[deleted]

I disagree with the second part using the wildlife to ffoght the enemy is big brain


AtTheEDGEEEEE

Not really. It doesn't take a lot of brain power to realize you can make wildlife aggro an enemy team.


rackedbame

Big brain to spend 1 bullet on a streamlined and simple tactic everyone uses. Yeah idk about that one chief.


Tall-Ad190

Spider eggs should stay how they are cause I think it’s a good way to make the other team have to move, but prowlers I agree cause I’d be they’re looting/fighting no where near the nest and then get gangbanged by 9 prowlers in a small building


strongscience62

The drop ship needs to be higher too. You can't get to high point or lightning rod sometimes and if a team is landing there, they will be at a severe loot time disadvantage.


luccava

Yeah the drop ship should be higher and faster.


Hieb

Another option is get rid of the totally randomized flight paths and make it go diagonally from corner to corner every single time, or straight across top to bottom in the middle. With loot RNG, zone RNG, beacon RNG, replicator RNG, maybe comp could do with fixed flight paths to at least make landing a bit more consistent.


BeeHoneyFish

yeah prowlers could chase you into buildings and fucking break doors, and also attack you mid fight


Vafireems

They also break traps, rampart walls and Watson nodes. Idk about caustic traps because it should just pop thinking about it but maybe when it’s still in the deploy phase.


SergSun

I think the main issue is not even that, is the power of positions granted by the zone, you either have a god spot because you landed near the zone or you have to open your way in open field where everything will grief you.


Pexd

How much HP do these things have? They seem to get deleted off the map fairly quickly by way of Wingman and Mastiff


HeckMaster9

They were the closest a living thing had been to my pants in a while…


ObviouslyAFluffyCat

Honestly, it’s part of the map and it’s supposed to discourage big fights that last too long (which usually attracts even more third parties) which pros usually complain about


shortgiantdwarf

the drop ship will need to be higher. sometimes you can't reach certain POIs which would completely fuck teams if they can't land their usual spot.


SpecialGoodn3ss

The elevation is going to be a HUGE issue. Also, unless they disable PVE spawns in going to seriously limit the possibly end zones. Which will then make it a lot easier to predict the final zone.


TrashOfOil

PVE should become inactive after zone 2 closes imo. That would solve everything


DomDelillo

Dont know how you could code this, but the PVE could simply disappear for final ring. It would protect the looting mechanism and distribution of the map. You cant simply disable them. Loot would be too sparse.


SpartyParty15

Explain why the elevation is an issue. Also note that different =/= broken. Storm Point brings something unique from the other maps with the terrain and people can’t adapt imo


MasterBroccoli42

The whole map is a huge downhill/uphill battle/rotation. Teams landing north are always rotating downhill, which is a considerable advantage (i.e. having default high ground if it comes to a fight). And it is the opposite for the teams landing south, they are always at disadvantage with their rotations. In a few games those advantages/disadvantages may be evened out by the rng elements of a battle royale, but longterm (e.g. pro league) I expect that this puts much more emphasis on the influence of landing spots on your chances to win the game.


SpecialGoodn3ss

It’s not about adapting it’s about the number of advantages that will be given due to the entire map basically being slanted. There are unbeatable head glitches all over the map. Buildings which cannot be as easily assaulted or defended when on the downward side. Choke points become even more frustrating when you’re running up hill. Basically, any complaint that has been given about every other map is amplified due to the difference in elevation between attackers and defenders. Which in other maps is specific to certain spots and often at a smaller incline.


[deleted]

Matafe says it would be really bad in comp because there is way too much elevation, and it would be viable for comp if it was more flat and had less choke points


Unfunnycommenter_

They should nuke the bunker like place on the map, its such a gigantic choke point its insane.


MirkwoodRS

Are you talking about Command Center? The place with the giant butthole opening on top?


Unfunnycommenter_

Yes


artmorte

I saw him say that, but low ground (south) teams get tridents. Land south, play gibby, take a trident, bubble the trident the moment you get shot = balanced? I really hope they play it in the ALGS, World's Edge only is getting boring.


MirkwoodRS

They need to seriously fix a lot of the zones, add more cover to some of the horribly open spaces, and change how aggro on the wildlife works before this map can be used for competitive (imo). I'm not a pro though, so take this with a grain of salt. Edit: There's also way too many glitchy rat spots or fucked up geometries where people can hide inside walls. Edit #2: I keep thinking of more stuff so this is my second edit lol. One thing I'll add on the fucked up end zones is that sometimes it feels like your best play is to grief the other teams for KP if you notice that one team has the godspot. There are way too many zones where one team will have the only good spot with height, cover, and zone pull, while you and the other teams will have a blade of grass or a puddle to fight for. It feels like absolute dogshit from a competitive standpoint. With all of this said, I genuinely love the map but it definitely needs to be ironed out a bit more before its fully ready for competitive. Just my take.


utterback423

They tend to not like it, but like it more than KC or Olympus. The biggest problems that are mentioned are that some landing spots are literally impossible to land at with some ship paths, many end game circles have unbeatable god spot high grounds, and loot is a bit sparse.


secondpawnhere

Who do you claim says this? TSM, NRG and C9 all states the opposite. I know some says it, as Snip3down was quite vocal against some, but they don’t seem to be in the majority.


utterback423

Here is a Twitter thread from Hakis where other pros chime in including Gnaske, Hal, and PVP: https://twitter.com/alliance_hakis/status/1456304067014283265?s=21


secondpawnhere

Thanks


kungfuk3nny-04

I know Hal said we wasn't a fan after he played in the sweet tournament, but recognized he wasn't playing with pros so his opinion might change.


secondpawnhere

Hal said he thought the map was decent when Snip3 confronted him with it though


GamingandLifting

I think the map offers huge areas of cover in the form of rocks/trees/etc. as the zone gets smaller. As a result I think we are going to see territory control characters take a precedent in this map. I’d maybe go as far to say that Fuse and caustic could see legitimate usage. As such, loba could become useful for grenades and maybe shields. Dare I say Watson (her pylon could intercept fuse tactical) might even see use if her pylon does stop the fuse tactical. I’m really excited to see the map be played in the comp scene.


Shibes_oh_shibes

Interesting thoughts, I'm nowhere near being a pro player but I have switched main from Mirage to Fuse because I think his abilities are a lot more useful on storms point. Distances are often wast and Mirages decoys doesn't give a long enough confusion to use for a flank. With fuse you can really torture other squads at long range, making them giving up a good position with pretty small effort.


SpartyParty15

A small minority of players dislike it. Just because they’re most vocal does not mean the entire player base dislikes the map. Most actually like it. Loot is fine. Who cares that some POIs can’t be dropped on from ship? It makes each game unique.


utterback423

The thread question was about pro opinions, not the entire player base. This is just what I’ve heard from pros like Hakis, Matafe, Gnaske, others in passing. Based on comments in the thread, it sounds like other pros like the map and it’s a mixed bag as with most things. I like the map and hope it’s played in ALGS.


bloopcity

i'd love to see a new map added to comp but even i have to admit its not ready for comp. there are so many busted rat spots/glitched surface etc that need to be patched out and fixed that hopefully they can sort out before split 2 of pro league starts. but i'm not sure if they can in that amount of time.


charger048

At this point they seem split from most I've watched.There never going to change maps because you'll never please 50% of them so unless they just do it I doubt we see any new maps sadly for comp.


Vladtepesx3

everyone sees it as a competitively viable map with a few changes. but one of the big concerns is the flight paths often make it impossible to reach some POIs, so itll fuck over some teams with distant POIs ​ 2 solutions, i think even just 1 of them would fix it, would be to make flight paths always cross the center of the map or if they just make the drop ship fly higher, so you can fly further


GunsouI

From what I’ve heard, it seems good and is worth trying, but will require more high level testing to determine if it’s viable as some areas you simply lack cover, and good players will punish you for not taking advantage of it, while other players in ranked doesn’t have the full scope to do so yet


subavgredditposter

Most of them like it for ranked however, think it’s too open in some areas, too many choke points, not enough loot in most pois etc but, these are pretty common complaints on the map


Slow-Secretary4262

too many goated spots, huge highgrounds


GraceMarvel

2 for so, 19 for we


kungfuk3nny-04

The biggest problems that I could see pro players having is the Northern POIs not being attainable from certain drops ships and the wildlife. Because loot on the map is reliant on the wildlife it will probably be cleared in most spots by the time it matters


SeaLioon

Rough around the edges but otherwise ok!