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Takodana Phase 1 needs capture area adjusted

While playing we overwhelmed the phase 1 very quickly inside the walled area. Yes somehow we weren't capturing? We were having a heck of a time trying to maintain it but yet even though not a single resistance player in site, we weren't camping. So I thought maybe a bug and we are capping but just to be sure I should go over and look on their side. Lucky I was assault or else I wouldn't have been able to move as quickly to find a resistance player was snuggled up against the wall with a rock and tree nearby blocking most of his view. if it weren't for me being assault class using the vanguard ability and us steam rolling, we would of never known that someone found a spot to hold the objective without being within the enclosed walls. I'll have to get a recording of this later but ya looks like the phase 1 capture area needs to be changed as there is an exploitable location where in doing have to be within the walls to hold it. This is probably something that was contributing to why Takodana was always so difficult for First Order to capture. Theoretically he may not of known, either way needs to be changed now so that it is within the walls more.

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Replies

  • Takodana is the easiest map for attackers. The only challlenge is the first phase. Second and third phases are absurdly easy. If they make first phase a little easy too then defenders would have no chance.
  • gzcnr wrote: »
    Takodana is the easiest map for attackers. The only challlenge is the first phase. Second and third phases are absurdly easy. If they make first phase a little easy too then defenders would have no chance.

    not really, most fail phase 1 and never make it to phase 2. Defenders by default also get to the objective quickier over several analysis. I used a full on vanguard and also the specialist ability tto check if first order could make it there first ever and that it is confirmed that even an average running heavy or officer class can get to objective and get to the wall on first order side and start shooting them as they come. IDK where you got your information from ut it is inaccurate as it is the opposite. I have tested this many times. and again, full on vanguard sprint taking the most B-line route still will not get you there before the entire Resistance team gets there. I tested as an overage officer or heavy and running regular route will still get me there quicker with the rest of the team waiting before FO shows up. So not sure where you got your information from but you will need to check that. Also you clearly are pulling a misdirect and not addressing the issue I have points out where the capture area is beyond the wall, the capture area has to be within the walls as the map by look implies it clearly but there is a spot that detects you within the wall when you are not. That's not up for debate, that needs to be fixed.
  • rocketpig
    624 posts Member
    edited December 2017
    Sgt_Fergus wrote: »
    gzcnr wrote: »
    Takodana is the easiest map for attackers. The only challlenge is the first phase. Second and third phases are absurdly easy. If they make first phase a little easy too then defenders would have no chance.

    not really, most fail phase 1 and never make it to phase 2. Defenders by default also get to the objective quickier over several analysis. I used a full on vanguard and also the specialist ability tto check if first order could make it there first ever and that it is confirmed that even an average running heavy or officer class can get to objective and get to the wall on first order side and start shooting them as they come. IDK where you got your information from ut it is inaccurate as it is the opposite. I have tested this many times. and again, full on vanguard sprint taking the most B-line route still will not get you there before the entire Resistance team gets there. I tested as an overage officer or heavy and running regular route will still get me there quicker with the rest of the team waiting before FO shows up. So not sure where you got your information from but you will need to check that. Also you clearly are pulling a misdirect and not addressing the issue I have points out where the capture area is beyond the wall, the capture area has to be within the walls as the map by look implies it clearly but there is a spot that detects you within the wall when you are not. That's not up for debate, that needs to be fixed.

    Yeah, but the defenders SHOULD reach the defense spot before the attackers. It's something that bugs me about Jakku.

    Anyway, I agree with your general point that Takodana's phase one is obnoxious for the attackers to overcome. Inversely, phase two is ridiculously favored to the attackers. Phase three somewhat favors the attackers.

    It's the worst map in the game from a balance standpoint. Every phase is flawed, just in different directions (I'd argue phase one of Hoth is the worst phase in the entire game but it's not from a balance standpoint; it's just lame).
  • t3hBar0n
    5001 posts Member
    edited December 2017
    The key for attackers is to take the left side... if the attackers take that area, they have endless flanking ability and cut off 2 of the 3 ways in which returning rebel players have to go. I have yet to see imperials take the left side and not advance there.
  • rocketpig wrote: »
    Sgt_Fergus wrote: »
    gzcnr wrote: »
    Takodana is the easiest map for attackers. The only challlenge is the first phase. Second and third phases are absurdly easy. If they make first phase a little easy too then defenders would have no chance.

    not really, most fail phase 1 and never make it to phase 2. Defenders by default also get to the objective quickier over several analysis. I used a full on vanguard and also the specialist ability tto check if first order could make it there first ever and that it is confirmed that even an average running heavy or officer class can get to objective and get to the wall on first order side and start shooting them as they come. IDK where you got your information from ut it is inaccurate as it is the opposite. I have tested this many times. and again, full on vanguard sprint taking the most B-line route still will not get you there before the entire Resistance team gets there. I tested as an overage officer or heavy and running regular route will still get me there quicker with the rest of the team waiting before FO shows up. So not sure where you got your information from but you will need to check that. Also you clearly are pulling a misdirect and not addressing the issue I have points out where the capture area is beyond the wall, the capture area has to be within the walls as the map by look implies it clearly but there is a spot that detects you within the wall when you are not. That's not up for debate, that needs to be fixed.

    Yeah, but the defenders SHOULD reach the defense spot before the attackers. It's something that bugs me about Jakku.

    Anyway, I agree with your general point that Takodana's phase one is obnoxious for the attackers to overcome. Inversely, phase two is ridiculously favored to the attackers. Phase three somewhat favors the attackers.

    It's the worst map in the game from a balance standpoint. Every phase is flawed, just in different directions (I'd argue phase one of Hoth is the worst phase in the entire game but it's not from a balance standpoint; it's just lame).

    No, I'm fine with defenders getting there first. I think that's how most GA should be. As the offense is doing the assault. So I'd expect a D-day action there then it being same time as it wouldn't feel like a real defense. I don't like how on Jakku there is that one spot in the beginning that the attackers can get to WAY early on the left side for the FO. Now that most people have noticed this I usually see about 5 or 6 FO assaults vanguard it to the objective and get hunkered down way early. They might need to move that spawn location back a bit or resistances on right spawn loser as it's too much time difference. the FO can cap about 1/3 to 2/3 that location before the resistance gets there using vanguards.

    I also wish for ATAT and MTT situations there was hotspot spawning for Attackers. There is the safe zone where you can spawn safely they need to add but also a hot spot option that drops you close but risk dying very fast but you are right next to MTT/ATAT so there is that balance of risk vs reward.

    But with Takodana I've felt it's mostly in favor of defense but not by a lot. But this spot definitely its not somewhere people would look if the resistance player is crouched. and when FO is under heavy fare you aren't going to be looking over the wall if you are getting shot at which unfortunately is way we didn't see it sooner. i got frustrated after a min of holding the objective,. no reds in site and here is this guy on the other side couched not inside the wall holding the objective. so ya definitely needs to be re-adjusted.
  • t3hBar0n wrote: »
    The key for attackers is to take the left side... if the attackers take that area, they have endless flanking ability and cut off 2 of the 3 ways in which returning rebel players have to go. I have yet to see imperials take the left side and not advance there.

    regardless, even if they take left, you wont see that player over there on the right that i marked as its not easily visible. this is due to location as it goes slightly down hill so even if they take right, they won't see that spot. i know now to look there but most wouldn't as it would be assumed the capture area is within the wall itself but apparently certain parts are not so they may need to reduce the capture area a small but so people don't try to exploit this intentionally. I don't have time right now to play but when i do and i get this map. I'll show you the problem with it.
  • rocketpig
    624 posts Member
    edited December 2017
    Sgt_Fergus wrote: »
    t3hBar0n wrote: »
    The key for attackers is to take the left side... if the attackers take that area, they have endless flanking ability and cut off 2 of the 3 ways in which returning rebel players have to go. I have yet to see imperials take the left side and not advance there.

    regardless, even if they take left, you wont see that player over there on the right that i marked as its not easily visible. this is due to location as it goes slightly down hill so even if they take right, they won't see that spot. i know now to look there but most wouldn't as it would be assumed the capture area is within the wall itself but apparently certain parts are not so they may need to reduce the capture area a small but so people don't try to exploit this intentionally. I don't have time right now to play but when i do and i get this map. I'll show you the problem with it.

    Even if you take the left side of Takadona, it's easy to delay the First Order enough to make the map really difficult. when I'm playing Resistance on that map, I ALWAYS take an officer and drop a turret on the right side (left side for First Order). Then I camp behind the monument with a Blurrg and usually get 3-4 kills before I die (if I die).

    This usually harries the attackers enough to slow them down for quite awhile. They might win out in time but it's hard to get through a turret, a Blurrg, and an officer buffing the right half of the capture area.

    If 2-3 officers dropped turrets around that zone, buffed the troopers in the area, and used Blurrgs, it's basically impossible to overcome unless the rest of the defending team is incompetent. The assault and heavies can take care of it.

    And that's what bothers me about the map. It requires the defenders to basically be ***** to give up the monument.
  • Sorry, quoted wrong post.
  • gzcnr
    290 posts Member
    t3hBar0n wrote: »
    The key for attackers is to take the left side... if the attackers take that area, they have endless flanking ability and cut off 2 of the 3 ways in which returning rebel players have to go. I have yet to see imperials take the left side and not advance there.

    this.

    do not rush to the hill. control left flank. i won most of the takodana matches as an attacker so far only by following this strategy. i'll post some videos after work.

    as i mentioned before when fo capture the hill, resistance is doomed.
  • gzcnr wrote: »
    t3hBar0n wrote: »
    The key for attackers is to take the left side... if the attackers take that area, they have endless flanking ability and cut off 2 of the 3 ways in which returning rebel players have to go. I have yet to see imperials take the left side and not advance there.

    this.

    do not rush to the hill. control left flank. i won most of the takodana matches as an attacker so far only by following this strategy. i'll post some videos after work.

    as i mentioned before when fo capture the hill, resistance is doomed.

    but again, that spot needs to get fixed. thats what this post is about, yes best strategy is go left, right has a cliff. but that spot needs to get fixed. That spot is just as bad as this one at 2:15. Basically, unless you know about it, you would of never looked here for a capture spot, so hope they fix this soon.
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