Both of these maps are tedius, poorly designed, and overwhelmingly frustrating/endlessly droll to play. They have vast amounts of entirely wasted space and provide no access routes to bypass the numerous no man's lands. You either spend ten minutes beating your head against a wall (with pubs) or mindlessly shoot into the poor bastards who can't do anything about where they spawn. Does anyone else quit instead of playing them? Also, quadguns make no sense and I don't think they facilitate gameplay in the least.
There is no way to freeze your mini map to always point north and every time you spawn you have to get your bearing right. A part from getting your bearing right, you also have to know the map properly as in where are the maglift and entry point and even vantage points.. walking is horrendeous with PUG teams, some idiots will be on the APC circling nowhere and we have to run our poor midget legs across a long stretch before we can even get to the objectives.. I agree I don't like these maps
I would continue playing, but I wouldn't expect to even get close to winning. I usually goof off and try to get on the walls and lurk around as a stricking scorpion. But some games as attacker are so unbelievably bad that I just quit for the sake of my blood pressure. Quad guns are waaaaaay too good and can kill anything in a couple seconds and can make getting transports close a nightmare. Heavy bolters and equivalents are rapid fire sniper rifles and that's not fine. Defenders can spawn *directly* on the point for free while attackers have to rely on destructible transports (that only one squad has access to spawning on) that aren't as close to the point, also not fine. All in all, the game rules and victory conditions and such need a massive overhaul. It should be a roughly equal challenge for everyone playing. One side shouldn't have such a massive starting advantage. Personally, I think this game's devs should have a chat with the planetside devs on base design and so on, since they seem to have extensive experience here.
I'm surprised everyone doesn't just load up their jump troops and Zerg rush point A and have a couple of tactical run thru the pipes and capture the Objective. Then switch to normal for the last objective or keep going as they are.
Quad guns need to go period. Hit scan quad guns are just too much and either they get destroyed instantly at the start of the round before anyone joins or they annihilate everything and make it so there is no opposition. The attackers meanwhile just spawn and die over and over again and its not fun. Planetside 2 had this issue of spawning and dying monotony and nobody liked it. Killed the game completely. They really do need a "north" marker on the map and then at some point actually make a functional mini map or markers on the walls so you can tell where the f*ck you are going. Blackbolt is a TINY bit better but its a needlessly huge map for the player size. The buildings take up a lot of space and a majority of it is empty wasted space. I'm amazed they don't have hidden entrances like vents or holes in the walls for jet packers or flanking units. I'm glad there's some more cover on some of the points and there's a tiny bit more room to fight on them but ya, a lot of it is getting shot down at constantly. And again, its actually a rather big map for the player size. I don't really get the starting area for attackers on black bolt. Like why trenches? They can't even fight in them cuz they aren't fighting a horizontal battle.... They're getting shot at down in the trenches from way above across the map. Maybe if heavy bolters get toned down this week it'll be more bearable, but we'll see. Harkus and Zedek or w/e its called are just full of nope.
Honestly they should just make quad guns a one hit kill, that way we don't have any false hopes of getting away. If they are going to make them stupidly powerful, they should go all the way.
Harkus, Zedek and the other tug of war maps I can understand but whats the issue with Blackbolt? Since the revamp I think it's one of the better maps. C point can be extremely fun to both attack and defend.
And its also a most well-designed point, with covers all around, cover for melee, cover for defenders, open spaces to fight and so on, and nice stairs as well. Though there is a little oversight - defenders have no way up there from their spawn side, there should be at least some kind climbind way, so jump assaults can pull rear strike on defenders (i mean attackers). Blackbolt could also use increase in player base and another point somewhere around previous A point, because so much space is wasted.
Besides balance issues regarding Quadguns, Blackbolt 2.0 is fine. I think it's a perfectly good map, about as balanced as this game has It's ZEDEK that I would rather quit out of than so much as look at. God I hate everything about that map