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Canyon Ambush Map Size

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DJ Tipz N Trix:
I think current canyons has far too much downtime where teams refuse to cross the canyons, whether or not they are sniping ships.  It's not about sniping; it's about having an advantageous area to fight in and staying in that area for the advantage that it provides you.

Ultimately, many matches have indeed timed out in the SCS, and it has been a winning strategy.

The smaller canyons allows ships to help their ally more quickly after spawning, doesn't give the southern spawn a much larger area than the northern spawn, and all parts of the map contain some rocky terrain, preventing the tug-of-war between ships that will only fight in the rocky canyon and ships that will only fight in the clear air of the current spawns.

Extirminator:
Once teams play a bit more than a few months in "competitive" matches they start realizing it is plain boring and really not advantageous  to camp spawns. If your enemies are even slightly smart, and put thinking before mindlessly rushing you are in a world of hurt.
Also, it's more fun and engaging to watch a non-static match in my opinion - so that's a plus.

I don't actually think that Canyon Ambush is stupidly designed and isn't balanced, I think that it's the people playing who make it out to be this way, by playing it like that. I actually believe that Canyon Ambush is one of the more well-designed maps balance-wise, and it's really fun to play on, it is easily my favorite map to play on.

Dementio:
Camping the enemy spawn is also a winning strategy and has probably won more matches than camping the own spawn.

Frostbound:
Everyone knows I'm speaking as a ex-Thrall here, but seriously, the map is filled with clouds, many different approach angles, it's not called Canyon Ambush(!!!) without a reason... People who played while back have seen thralls break spawncamps on both sides, even when the infamous triple art junker was OP, it proves that the spawns can be broken with smart play in competitive.

Personally I think Canyon Ambush is one of the best designed maps in the game, since it's so versatile and interesting. We all have seen fighting in all parts of the canyon in all altitudes as well which, again, proves that the map is used fully to it's potential unlike some maps like Firnfield where the sides of the maps are rarely even visited.

Long story short, I think calling spawncamping a winning strategy is simply not true, almost the opposite, the team that can get the ambush on the enemy has the advantage in the fight and is more likely to win an engagement, be it in the enemy spawn or in the canyons.

Squidslinger Gilder:
Canyon's biggest flaw is Red Spawn. You can box Red team in and spawn camp on it. The spawn points just aren't far enough apart. Blue has the advantage of having a big open area and a canyon to block off one of the spawns. Plus better cover.

Generally most maps in this game favor blue spawn either way. Fjords, Paritan, Firnfeld, Water Hazard, even maps like Dunes which shouldn't have a tactical advantage with Blue, do have one. CP maps is a similar story. Heck even 4v4 has blue advantages. Not sure if it is a conscious decision or if Muse did it without thinking about it. Some maps the advantage is greater than others. But when literally every map in the game has a blue spawn advantage, guessing Muse knew.

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