Anonymous
10/22/2025, 5:27:56 AM
No.723854768
>>723851905
Sprint
>insists upon itself, maps need to be bigger to account for it, sprint needed because maps are bigger. Circular logic. Encourages Ambush play and running away.
Loadouts
>Limits maps variety. Maps cannot be balanced/designed around certain weapons (i.e. sniper/rocket arenas) and you cannot control the flow of players by placing weapon spawns/power weapon spawns. Combat devolves to everyone using the "meta" weapon instead of what is available. Lower skill floor and ceiling.
Power Weapon Call ins
>Again, removes unique map features since they can appear on any map limiting the devs ability to control pace of combat and making maps all play the same. Destroys the ability for map control by skilled players.
Maps turn into lane shooters with minimalistic verticality and you lose the "party game" aspect of randomness/unexpected plays (denying a weapon spawn via grenade, sending the weapon flying) for example.
However it seems we'll just end up agreeing to disagree at best here.
Sprint
>insists upon itself, maps need to be bigger to account for it, sprint needed because maps are bigger. Circular logic. Encourages Ambush play and running away.
Loadouts
>Limits maps variety. Maps cannot be balanced/designed around certain weapons (i.e. sniper/rocket arenas) and you cannot control the flow of players by placing weapon spawns/power weapon spawns. Combat devolves to everyone using the "meta" weapon instead of what is available. Lower skill floor and ceiling.
Power Weapon Call ins
>Again, removes unique map features since they can appear on any map limiting the devs ability to control pace of combat and making maps all play the same. Destroys the ability for map control by skilled players.
Maps turn into lane shooters with minimalistic verticality and you lose the "party game" aspect of randomness/unexpected plays (denying a weapon spawn via grenade, sending the weapon flying) for example.
However it seems we'll just end up agreeing to disagree at best here.