1v1v1 is a garbage concept and format for large scale team based PvP with maps that have various objectives hahahaha!!! Why bother trying to learn the fundamentals of the format or mode if its just trash to begin with xDDDDDDDDDD

1v1v1 is a garbage concept and format for large scale team based PvP with maps that have various objectives hahahaha!!! Why bother trying to learn the fundamentals of the format or mode if its just trash to begin with xDDDDDDDDDD
In 1v1, you only have to worry about your own team not being stupid.
In a three-way format, you have to pray that all three teams have their priorities straight or else you'll frequently end up with one of the teams just feeding the win to someone by dragging down the second place team with them instead of trying to close the gap between everyone by targeting first place. It's exceedingly rare to get games that have all of the teams relatively close in points due to them constantly changing their targets based on the situation.
My most recent game had the Maelstrom constantly moving in on our base in Secure despite the fact that Adders had a 100 point lead and they also kept trying to pinch us whenever we went after them. There's simply no way to prevail in a situation like that where none of teams are dominating enough to get battle highs but one of them is effectively siding with the first place team.
Last edited by KageTokage; 09-20-2019 at 02:06 PM.

As long as there aren’t any ice or other PvE targets to kill, this map is alright. I feel fighting over the capture points will be very similar to fighting over the train in Hidden Gorge.
Premades on this map will be fun.
I just hope they dont remove any of the existing maps from the rotation queue. Any new achievements should be tied to the rotation queue and not only for the map.



As long as there aren’t any ice or other PvE targets to kill, this map is alright. I feel fighting over the capture points will be very similar to fighting over the train in Hidden Gorge.
Premades on this map will be fun.
I just hope they dont remove any of the existing maps from the rotation queue. Any new achievements should be tied to the rotation queue and not only for the map.
That will be the real question. Do they disable the rotation que for awhile? Are new achievements tied to the zone? I know people are trying to get some of the old achievments. But it would suck waiting every 4 days for the new map to show up if it has map related achievements. I guess they could keep roulette locked and leave this map open. I doubt foresight was involved when devs discussed this. I would bet at least 2 titles and a mount are in the zone.
A new zone should help the que. Not sure about aether now but at the start of SB it was almost instant any time of day, sure more bots than people would like. Crystal is pretty bad right now. Even at night it can be 15 mins and day time can be over 24+. And while I have free lancer on and get lots of Flame que. It has got to be worse for the people queing maelstrom only.

The "Vanguard" title and the black/yellow ADS mount were added with 4.3 and those can be earned on any map. This should be the standard for Frontline achievements going forward.That will be the real question. Do they disable the rotation que for awhile? Are new achievements tied to the zone? I know people are trying to get some of the old achievments. But it would suck waiting every 4 days for the new map to show up if it has map related achievements. I guess they could keep roulette locked and leave this map open. I doubt foresight was involved when devs discussed this. I would bet at least 2 titles and a mount are in the zone.
One alternative would be to remove one map from the rotation and let this new map take its place. Since this is the sequel to Seal Rock, maybe it should replace SR? Since they didn't mention anything about the queue, I think they will just add this map to the rotation.
Another alternative is to have 3 maps in the rotation but they get rotated out every week.
For example;
Week 1 of 5.1, you have Onsal Hakair, Secure and Seize.
Week 2, you have Shatter, Onsal Hakair and Secure.
Week 3, you have Seize, Shatter and Onsal Hakair.
As always, only one map is available each day.
If a current map needs to be removed I'd prefer they remove that ice map...The "Vanguard" title and the black/yellow ADS mount were added with 4.3 and those can be earned on any map. This should be the standard for Frontline achievements going forward.
One alternative would be to remove one map from the rotation and let this new map take its place. Since this is the sequel to Seal Rock, maybe it should replace SR? Since they didn't mention anything about the queue, I think they will just add this map to the rotation.
Another alternative is to have 3 maps in the rotation but they get rotated out every week.
For example;
Week 1 of 5.1, you have Onsal Hakair, Secure and Seize.
Week 2, you have Shatter, Onsal Hakair and Secure.
Week 3, you have Seize, Shatter and Onsal Hakair.
As always, only one map is available each day.
I tend to have the worst time with Seize, personally. Being at the objective first there is a lot more advantageous then in Shatter as you can't get any points from the node at all if there's even a few enemy players present to keep you from accessing it.
I feel like both Seize and Shatter would benefit from having node spawns telegraphed some time in advance so it doesn't end up handing them to a team that happens to be in the right place at the right time.
They also seriously need to add a roulette for Rival Wings because getting either of the mount achievements is virtually impossible right now due to how low the interest in the mode is. I know the Revival Wings discord does actually get enough people together for games queue relatively quickly on weekends but that really shouldn't be necessary.




I'm hoping the map layout is mostly balanced/symmetrical because let's face it, Seal Rock often times is an unbalanced mess. The caves team have the terrain advantage on a lot of their tomeliths and more are in closer proximity to their spawn, and the north team is prone to getting sandwiched due to the map layout and how the tomeliths are positioned by their spawn (and having less tomeliths in their 'territory'). To a lesser extent this is true for Shatter as well I guess. Due to how far apart the West and East teams are from each other at the middle clearing, the South team typically gets focus-fired for being the closest between them (But potentially made up by the fact their two adjacent large ices are literally a few seconds away from their base).
I can't see much about the map layout from the screenshot for Onsal Hakair, but I guess it's good that it's relatively flat with little to no obstructions so the people who typically don't pay attention to their map and the objectives aren't completely helpless.



Something else I am not sure has been mentioned. Rotating games doesn't help people get used to the map. I am not saying it makes players way better. But when you do say seize over and over you know when to leave how teams move to some degree. When to spread and which nodes are a bad push. Or in shatter I never see 2 people go left and 2 people go right in case first little spawn is side. When you see the same map every day multiple times of the day it grinds a little of the stupid out.


So we got more details. Plays similar to Seal Rock but once you have a point capped by your team you don't need to worry about it being taken over. You legit just go from one to another.
This is easily going to make the mode way more fun and force people to fight each other on the field as opposed to just defending the spot like in SR.
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