The last sector is beyond stupid. There's 500 tickets, one flag, only one real direction to attack from and all the exits have blind corners and light so bright attackers can't see anything out the doors. It's a literal shooting gallery.
DICE themselves knows it's badly balanced, because they gave attackers 500 tickets on such a small map.
I have never seen the "winning" team just quit when they have over 300 tickets on the final sector until today. It was 32 v 32, and by the time we were down to 250 tickets it was 22 v 32. It took 20 minutes or more ON JUST THAT SECTOR to get down to those 250 tickets and we were making 0 progress. What a joke of a map.
Also, as an unrelated sidenote Spotting Flares are utterly useless on this map because they don't work indoors (they have a range of like 1m), and the scope is too long range to use effectively in a CQB map. Basically Recon is at a complete and total disadvantage with weapons that are weak in CQB and gadgets that are actually useless. At least the weapons are a personal choice, but gadgets should be at least somewhat viable regardless of the map.
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No one built many fortifications on attackers when I played, so maybe that could be a key
When will people understand that “the community” is not 10 people sitting in a room changing their mind once a week. Players have different opinions and they will voice them according to what happens with the game, what is buff/nerfed, released and so on.
Now there is a blue circle for any teammate it gives them confidence to go through that area....
Let's start with Breakthrough. The attackers get 600 tickets and there are three secto- hold on. 600 tickets? SIX HUNDRED TICKETS? For three sectors of BREAKTHROUGH? Holy mother of God.
The first sector is fought on the streets with one objective, and the defenders stand zero chance of defending. The next sector is fought in the tunnels with two objectives to capture. This is potentially the best or worst part of the map; more on that later. Once the attackers win here, the last sector is fought in a plaza of what looks to be a NatSoc party headquarters.
My first round was as the attackers. We pretty much steamrolled the defenders and finished with about 550 tickets left. This is pretty stupid, but it was a mercy compared to what happened when I played on the defending team.
The attackers immediately overran us in the first sector, but their attack stalled on the second sector, allowing us to dig in. The limited number of paths allowed 32 of us to pretty much defend just two rooms. And we did. FOR 45 MINUTES. Not including the start of the match, it was a 40 minute stalemate. We didn't even run out the attackers' tickets. We straight up ran out of time. It was so astoundingly boring that I don't think I will ever willingly play this map again in this mode until they fix it.
Up next was Conquest, what we all were waiting for. And this was probably the biggest disappointment. It's almost completely linear, with just three objectives. Only one of those objectives is underground, and in a completely baffling design choice the other two objectives literally touch the out-of-bounds team spawns. It's practically a Frontlines match, in the worst way. And how many tickets for this three objective infantry-only map? Why, 900 of course!
My team captured A and B immediately. Once more, stalemate set in and pretty much nothing changed in terms of objectives until the very end of the match. Even when I broke through the chokepoints, it was only to run outside into a blinding sun where an MMG camper hiding well behind the front lines or an enemy jogging from the rear objective usually cut me down. That underwater passage serves pretty much no purpose, as it's underneath B and runs perpendicular to the map. Halfway through, I already felt like I never wanted to play Underground ever again on any mode.
Bad players will describe this map as having "explosive spam." That's inaccurate. It's an EVERYTHING-spam map. Grenades, AT rounds, smoke, ammo, health, revives, and lots and lots and lots of spraying bullets. Some people might love this, and you'll see some people start posting "epic flanks" where they snuck through and killed a ton of enemies looking the wrong way. But it's an overall brainless spam session.
DICE needs to take this map down and rebuild it. They need to open up more avenues of approach and attack, add more objectives and move the team spawns back, and for the love of God lower the number of tickets.
What a disappointment.
The last sector, you can flank to the back of the courtyard. Just bring smoke
On another game, as attackers, we really struggled to take the first objective, but it made for quite an epic battle. It probably cost us a couple of hundred tickets, but we still ended up winning the match with plenty to spare.
It's a bit of an odd "re-imagined" map. The above ground, outdoor sections are not true to the original. The underground section is too small, and serves to just as a flavour of the original. As already mentioned, Conquest just feels like Frontlines, with most of the match taking place around B.
I do think the BF5 graphics let this map down a bit, the tube trains look like they are rendered as background scenery.
However, it's not a bad map, and certainly doesn't deserve to be 'removed from existance'.
100% agree with 64 players, utterly ridiculous. 16 v 16 would work much better.