Personally, i feel like it played a bit better before, i dont dislike the multi-z mechanic fundamentaly (maps should be made around it IMO, and it needs some fixes) but i just feel like it hurt Solaris in alot of ways.
To begin with the maps wasnt built around multi-z, the big open spaces between the colony can make for oppressive sightlines, pushing up/down from any place is awkward, and some quirks and holds are just too strong.
CAS/OBs and mortar will only hit a single zlevel, so you get this awkward phaze were a coordinated push needs to happen at one floor, while below it is nuked, or a counter is too easy because of a stair placement (looking at you lambda entrence hold).
It just feels like alot of the time games turn into this slop generator were marines have to just suicide rush a choke, because any use of munitions is easily avoided, and marines too discoordinated to handle a complicated multi staged push.
I get that multi-z is currently being tested, but does Solaris really need to be the guinea pig to be tested on.
IMO it would be preferable with a dedicated multi-z level, built around its strengths, the almayer surprisingly does a pretty great job of this, the very minor “sightlines” you get looking into req, hangar etc. all makes sense and makes for a quick dodge away if targeted above you, with the hallways being a defined and safe space where you arent getting shot from a story above.
Currently the biggest opinion i hear ingame/on the discord is general disapointment with the map, goes for both sides, but that might just be a large negative voice taking over. What are you genuine opinions on the map, should it remain multi-z? Does it need a rework, or should it just go back to how it was?
- BR is good as is, keep the multi-z
- BR could use a multi-z rework
- Remove the multi-z changes, revert to previous
