Imagine you're a B16 vet, playing as rebels on Cloud City on a cold winter morning. The round starts off and both team members take their usual spots to engage in some wild action. Then right when you grab your sniper rifle and take a sip of your steaming Viennese Melange, a random sith runs in, hacks Han's frozen body and the round is over. This is exactly how our brief game on Kamino felt like today before everyone RTV'd the shit out of it.
Guys, I realize the old Kamino might have been unbalanced for imps, but placing the obj in the middle is not the solution here. The rebs are supposed to be the defending team, meaning the imps have to get past reb territory to complete obj. Not only 85% of the map is useless now, but most of the encounters in the remaining 15% either take place in a short, narrow corridor or in the obj room itself (which has a low ceiling and little space to move in especially for jedi/sith). The most fun places to play in, like the huge staircase room or the main area of rebs are now merely stage decor. The side routes aren't even visited by any team at all and imp gameplay requires less strategy and more pew-pew (meaning nade spam + deka), while rebs are forced to camp the obj room. Retreating to obj room should be last resort for rebs.
Tbh I enjoyed the old Kamino, with the exception that the outside route took too long to walk. But I think if that route was made shorter, it would still be much more fun to play on than its current state. Kamino would make more sense if the action was balanced between outside and inside areas, as the outside areas have much unused fun potential. The usual double route concept of MB maps is missing on the new Kamino. So I think what the old Kamino needed were broader passageways for imps, a shorter exterior route, more covers on certain huge empty spaces to increase playability, etc. I'll try to bring in proper suggestions if I find the time.
Guys, I realize the old Kamino might have been unbalanced for imps, but placing the obj in the middle is not the solution here. The rebs are supposed to be the defending team, meaning the imps have to get past reb territory to complete obj. Not only 85% of the map is useless now, but most of the encounters in the remaining 15% either take place in a short, narrow corridor or in the obj room itself (which has a low ceiling and little space to move in especially for jedi/sith). The most fun places to play in, like the huge staircase room or the main area of rebs are now merely stage decor. The side routes aren't even visited by any team at all and imp gameplay requires less strategy and more pew-pew (meaning nade spam + deka), while rebs are forced to camp the obj room. Retreating to obj room should be last resort for rebs.
Tbh I enjoyed the old Kamino, with the exception that the outside route took too long to walk. But I think if that route was made shorter, it would still be much more fun to play on than its current state. Kamino would make more sense if the action was balanced between outside and inside areas, as the outside areas have much unused fun potential. The usual double route concept of MB maps is missing on the new Kamino. So I think what the old Kamino needed were broader passageways for imps, a shorter exterior route, more covers on certain huge empty spaces to increase playability, etc. I'll try to bring in proper suggestions if I find the time.