It’s very often that your team gets split up once the enemy team caps a point because the algorithm makes the spawn closer to the next point for the “losing” team without ANY consideration for where the last point was. OFten it’s the FURTHESE AWAY from the last captured point. So that leaves the team mates who were left at the old point after it was capped by the enemy team SO FAR AWAY from the where their team mates now spawn to be closer to the new point.
This new map punishes the losing team INCREDIBLY hard with these “smart” spawn locations. It’s terrible. And the size of the map just makes it worse. I spend more time away from my team mates than together because of how this map is designed.
I also greatly dislike how over-desined this map is. too many walls! Reduces the abilty to play as a group!!
You are describing the overall problem with the whole flashpoint mode. As a support main, I find healing my team on these maps incredibly frustrating, since they are split everywhere, not to mention how we often get cut out by enemy spawn appearning between us.
This new map is also really weird: first point has too much highground, than there is a point with zero highground.
I just hate the mode.
I think the new Flashpoint algorithm rules are supposed to come in during mid season alongside the changes to the other maps. So it’s just using the old rules at the moment which suk a bit.
I was about to say the same thing. It is more about people not actually knowing how to play Flashpoint. I see it way too many times how people just for some reason stay on a point they captured and take way too long to move to the next one so they stagger themselves and then you get rolled and the enemy caps the next point with ease. People even use ults after they have capped a point.
It is the same with Clash where people try and cap the third point and waste ults instead of letting go of the third point and save ults for the next one.
That’d require the teammates on/near the point to walk back to their old spawn (which presumably isn’t marked anymore) in time to do the spawn transfer thingy to then walk from the new spawn to the new point.
Not sure that changes much tbh Especially because you might not arrive in time to do the transfer, in which case you’re double-screwed.
This is the best summary of the problems with Flashpoint. It’s great as a dps because it’s like an FFA heaven with duels happening everywhere. But for supports and tanks, it’s a nightmare. I avoid it 100%. I even leave now at pregame if it wins voting.
The flanking I agree but I don’t agree with the high ground thing on center point as there are many routes and cover on the floor as well which can contest point safely, those on high ground have to go down to contest. This could be an issue of not knowing the routes well and not doing rotations using those covers at their strengths
i think that is a problem with all flashpoint maps in general and sometimes allows a team that was losing to come back since they set up faster. the momentum shifts then
i had a game like that just a bit ago on aatlis. an enemy tank doomfist killing me as widow and the whole team actually but yea they scored super quick and it looked like it was game over but on the third point my team seemed like close to the objective because of team wipe and they were able to setup up faster. the momentum shifted and we came back. doomfist still tried to kill me but he overextended and got himself killed because my team was expecting it. pretty much they stagnated the whole game after and we won
he sent me a freind invitation later… im like nah dont want to get roasted… im not accpeting that.
or maybe he wants to say “hey that was a good game, i commend you” … lawl
clash maps are kind of that way too where you have to play strategically. sometimes its best to just let the enemy score their point at spawn after you go 2-0. instead of trying to get the game winning point. momentum usually turns if your team fails to get that and then stagnates too much later
As ana main i enjoy flashpoint - well, Suravasa and Aatlis. NJC is pretty bad, just small chokes everywhere. but it fortunately seems to get quite substantial rework soon.
You just have to be -very- proactive with your positioning.
Anyway, i agree that aatlis first point isnt that great - probably weakest point.
I’ve played it twice. I never want to play it again and I’m fairly sure that is a common feeling. So I don’t think that voting pattern is likely to change but you aren’t missing out, so don’t worry.
They pushed it down our throats the first week with a 50% offer rate in map select (it appeared 50% of the time almost exactly - 24 out of 50 in my case). Now everyone is sick of it and most of the time it gets zero votes.
It’s also not that fun a map. First point is awful. You drop to point and you are completely surrounded by high-ground and for non-mobile heroes you have go to round to the stairs at 1 end to get back up. It’s just bad design and not fun if you have no vertical movement.