Rakowice. Imbalance.

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Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
itz aboot yeer teem, ye catch wat im sayin'?

No. It's a badly designed map.

I see campaigns where one team is dominating the other indicating team stack. Then this team decides to attack on Rakowice and loses to a much worse team. This is clear indication of bad map design.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Locking down B or C will create a huge bottle neck to whichever objective is active (a repeat of objective A), cramming 64 players into that narrow space because you've locked down the other side. The players that do spawn in the now locked objective (assuming you haven't closed the spawns) will have further to walk to the active objective, removing attacker pressure and giving defenders an advantage. Not closing down the spawns means you'll have players fighting in the same area as the locked down objective - kinda awkward and could possibly stall the map further if it's more fun than the active objective. In my experience the map plays fine except objective A which can destroy player morale, the attackers just need more flanking ability or better firing spots to cover their team and suppress the defenders in their trenches.
 
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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
My experience in the last few months has been that the strategy for both the attackers and defenders has evolved. A is usually less of a stalemate, it's a tough fight, but it usually falls after a good fight.

Most people go to B since C can be destroyed and locked with a small squad and an engineer. It's harder to defend, so it goes pretty easily. C used to be the focus of much fighting, it's not anymore. Accepted defending strategy is now: f*&k C, everyone to B!

With C locked, it's all B, both attackers and defenders attempt to stuff it full of both transports and infantry. If the defenders keep their SL's alive in B, I often see the bulk of the map spent here. The hanger is won or lost for the attackers with their tank and then the last cap is often a scramble.

It's worth noting that without spawn on SL, this map is a very different experience and harder for the defenders.