
Originally Posted by
Valence
They still sure haven't on my DC. More than on any other map, the winner on this map usually is the team that sticks together. Scattering all around is a surefire way to disaster.
I also do think that the design layout of this one is problematic somewhere because everything snowballs so much worse. People say the crystal points are very exposed for melees, but I somewhat disagree in the actual result since melees can also take cover and hide behind the inner corners of those points. Coming in to storm that point is a nightmare, because while you can hide behind the corners for sure, the entry point with the mats is a no go because it forces you to commit or die from the mats, and the two other venues are extremely narrow points where the first person to peek out will get stunned and pummeled to death, and i'm not speaking about a stack of people showing up and eating massive AoE nukes all at once (or a sneaky DRK salted earth to pin them in). Unlike other maps, you have to actually run a long way to get to the crystal and I feel it's a problem, it's like storming a machinegun point by running over a long distance without any cover.
In my opinion the map new tricks and layout with many paths encourages players to bad strategies (like using the doors for openers, running all around the different paths, etc), while the actual winner is as usual, and even more than usual, to stick together. The crystal control points are even better for that since there is a wide enough room to spread out to prevent the enemy to apply too much AoE pressure. Even C9 crystal points aren't that wide open, like on all maps so far they're in a corner, but on castletown, they're right in the middle of a highway. On top of it, other maps have various entries all around those crystal points, where castletown only has realistically 2 at very opposite sides, which means splitting your team if you want to take advantage of this. The mats, once again, are extremely hazardous to go through when the enemy sees you coming from miles away and can just stunlock you there and giggle.
tl;dr: the attacking points for the crystal checkpoints on the map are mediocre/bad and that's what contributes to even more lopsided games, much like the amount of pathways encouraging people to split even more.