Developer Alec Dawson stated that runasapi is the best designed push map because theyve had so much time to learn lessons from previous push maps, and you know what?
I do kind of like it.
I think mid happens to have a high ground for some reason, but is easy to access, yeah i dont mind it, it makes logical sense.
The final push next to spawn looks like it has a high ground but actually its a decision for defense to hold there or hold far back next to the spawn door as their is a football field of space on final point thing.
strangely before it came out i thought it would be a huge problem for the backline, but in the actual games that didnt happen.
what happened was that the point is on1 side of the map and if i wanted to i can be on the other side of the map, or i could be close to point but behind a wall.
Considering how poorly designed the original push maps were and how poorly designed the mode is in general it’s really not hard to make the claim that anything new is better than what they started with.
There really isn’t anything bad about the maps innately. It has various terrain shifts allowing players to play with a multitude of teams that excel at different parts of the map. The bot moves slowly enough you have multiple team fights which take place and there ends up being a lot of back and forth.
Its dynamic enough of a map you can be fighting over the same section multiple times or you’ll be fighting over completely different sections. Most of the hybrid/control/payload maps you are fighting over the same choke points over and over.
The only major issue which you sort of see with control maps is that its so open players naturally turn into scrappy fights. This isn’t as horrible because if you have a good team player you can help interrupt fights for a 2v1 and maintain momentum and slowly everyone is regrouped.
No it’s extremely momentum based defending team always has advantage, ts why you can flip a map after enemy has 99%, cause once you get that one win now momentum is in your favour.
I don’t mind push though especially it has Esperanza one of my favourite new maps along with paraisio for escort.
I don’t like flashpoint and clash maps, also nqs is a sniper fest though i generally do well in it.
The major issue I have is that it’s not fun and by the second time the match has gone back and forth I want to throw my computer out the window. The only time I can remotely tolerate the mode is when one team gets the bot and immediately marches to the end.
You’ve gotten lucky then.
I have flankers appearing and disappearing on me all the time. I try to keep a tank alive while looking around myself to check for flankers and suddenly i’m dead because a flanker came from a direction i already checked half a second ago.
I definitely prefer any of the other 3 push maps to runasapi, since those actually force your teammates into the same place where you are on occasion and makes actual teamfights happen.
On runasapi, it’s almost mandatory to have teammates that know how teamwork functions to get anywhere. The other maps are more forgiving.
And as a support whose dps tend to run off into narnia all the time, i prefer the chokepoints to the swiss cheese that runasapi is.
How it really works is that most often a team loses bot control, then they have a chance to make a defense/regroup in an attempt to retake without losing too much ground. This can honestly go back and forth each fight because whichever team takes control has to win another fight to make progression.
Each fight closer and closer to enemy defending side makes its hard to do that fully. The only map where momentum heavily happens is on something like colosseo before the rework. It was incredibly easy to hold teams near their choke near the bridge and effectively get a great deal of progress going.
I’ve had so many games where it goes back and forth, but I think part of that is upper level player I guess diamond+ perhaps. My average match length of my last 50 replays in QP is 9minutes. I never really get complete blow out games on the regular. Push is no different. People are often the only consistent element in their own games.
My understanding, based on the very few times I’ve watched GM/T500 streamers play the mode, is that it’s meant to be played like a 4v5 mode wherein one person is always with the robot while the team fights happen away from the robot.
I agree with you in that no-one really seems to understand how to play Push.
This is literally no different from payload in the slightest. You push up with your team to take advantage giving free space for the person in rear to push up.
At some point the enemy team 5v4 pushes you back to bot or payload and fights take place around it. Generally, you have whoever for pushing that can actually assist a fight from range or possibly regroup with a fight quickly.
This mentality basic payload understanding I’ll see out of platinum and diamond players. Its not a some high tier only thing. The only major difference is that payload maps are much more narrow and choke point heavy. Push maps have far more loop backs and side pathways to quickly intercept a bot at different angles. Its difficult to keep a team at any given choke point with how open many of the maps are and the different places to attack.
Fights still generally take place near the bot and within LoS of whoever is pushing. The major issue is people pushing up too far and not as a group. What keeps payload maps feeling better is that bad players need choke points to force players to group up and naturally funnel together. Its why 3rd point can result in so many long stalls because a horribly disjointed team finally gets forced together in the final 3rd point with often a tight choke and there isnt’ very far those players can run. The map forces them together.
Better players do not require forced funnels to play as a team. They have the undersstanding to do that naturally.