What do you like about uncaged? The fact that its still jetpacked biased and anyone without it doesnt stand a chance in hell? The fact that its easier to spawn camp thanks to the new lift walkway? The fact that said lift walkway has NO RAILINGS (just like 1/3 of the map) so that you HAVE to look at it to use it, and can't lift while you are in a battle? The fact that they moved the health pack into the single most dangerous location on the map instead of somewhere its useful? The fact that I got a 2fr1 on a guy that hadn't even spawned because he spawned in my bullet trail? I know there are good things, but I have yet to have a good experience on that map tbh. It plays like something that wasn't tested at all.
If you get a bunch of players using sprint on there, you can actually get some pretty decent rounds. The map isn't amazing, or even good for that matter, but I'd pick it over the Shotgun/Sword camping map known as Countdown anyday. It definitely doesn't belong in the same section as Zealot or Asylum, but it's an average map at best, which is better than most maps Reach has to offer. Why do you seem so hostile about it? It's nothing more than an opinion, and I don't vote that map very often anyways. Edit: Although, Countdown DMRs is actually alright.
I have never played Uncaged without at least five people using jetpacks, myself not included. I'm usually killing my K/D by accidentally evading off the map :/
Lol I gave up using Evade on Uncaged on the first day it was included in Arena. I stick to Sprint on that map, and more and more on other maps too. I'm actually gonna be pretty happy when Evade is taken out of Arena with the next playlist update, it just makes too many encounters redundant. I wish Bungie would experiment with AA pickups for stuff like Evade, having it in the game really adds something, but having it available off spawn turns it from something that could be game-changing and another thing to control in to just another crutch. Agreed about JP on Uncaged/Cage, I also wish Bungie would experiment with map-specific loadout options, such prescribed paths on a map just make the JP an insanely powerful AA and it craps all over any flow that the designer of the map could have been going for. Even though I'm not fond of the design itself, nullifying all that work by throwing JPs as a starting option just seems stupid, again it could work well as a pickup since it really would be worth getting.
I agree with that, although I love starting with evade and being sure that no matter how much trouble I get in I am only a few seconds from safety. Plus its soooo much fun to go zipping around with that! JP, AL, Evade, etc all are too powerful to start with. As I have said many times, its like spawning with a power weapon which makes gameplay repetitive and stale. One is a total GET OUTTA JAIL FREE, one is a PAUSE BUTTON, and one is a I DON'T BELIEVE IN MAP FLOW LOL. None of these are good for competitive gameplay of any sort.
Well summarised, I agree that all 3 should be experimented with for pickup use. I reckon I could really get to grips with AL as a pickup, simply because A) you'd never run in to those incredibly frustrating situations where whole teams abuse it together and B) you'd never have to deal with one guy who has it every time you engage him. However, I guess the main obstacle to this is the fact that a core part of the inclusion of such things in the game, most pertinently in the case of AL, is to provide a helping hand for players rather than adding another dynamic to the game in an unobtrusive way. Maybe 343 will be more open to seeing this potential for diversity realised and try out these more powerful AAs as pickups, I certainly hope so.
I think i was thinkin of when i use to play doubles arena alot and there always a sniper with 4 shots in it. i coulda sworn it used to be there all the time but i may be wrong :l
Countdown, by far. I love both the aesthetics and the gameplay. I particularly like SWAT on Countdown, because, depending on my mood, I can opt to remain downstairs for some close quarters battles, or go to the top and duke it out long-range, and never lose quality or enjoyability.
Countdown makes me rage sometimes, especially in doubles when a team splits off and camps around each back lift with precision weapons. This means they'll almost certainly have sword, and god forbid if they get shotgun too. Trying to push one side? Too bad, here comes his buddy with sword/shotty. Almost got em? Too bad, he jumped off the ledge and ran off.
I personally love any map if I have a good team and are doing well... except the cage. That shits horrible... anytime. Actually now that I think about my personal favourite is actually Spire. Despite how horrible the flow is in not invasion games I actually find quite fun.
On Slayer Pro, 2 Flag Pro, and other 'Pro' gametypes the Focus Rifle is substituted for the Sniper Rifle, I believe.
My favorites are among the maps that are designed for around a 6v6+. I think that highlands had an incredible layout, Breakpoint is much better without the banshees, Boneyard (mainly for invasion). I can really only say that I despise Pinnacle, Paradiso, Spire, and The Cage.
I like Asylum best with Countdown as a close second. Actually, I like the MLG Sanctuary remake better as it fixes sightlines and encloses the map. Great times playing MLG CTF 5 on MLG Sanctuary, or doubles on Asylum...
Too bad it hardly ever gets picked, especially if Sword Base pops up. One time a guy said, "I don't like powerhouse, i got sick of it after playing it so much during the beta. Sword base is way better" What the hell is this? Did he forget sword base was in the beta and therefore played at least just as much, if not more?
For me it is Condemned from the Defiant Map Pack To me it's got good aesthetics, decent weapons and they fixed the zero gravity sections ( Noobs shall die !!!). I'd say my say my second favourite is Powerhouse for all the reasons above. [br][/br]Edited by merge: I totally agree with you man.