LV is an extremely claustrophobic map for survivors, with a good portion of survivors rounds ending in less than, or just a few minutes. Furthermore, there exists a significant amount of mapped loot near the entrance to central caves. (armory and crashed PMC shuttle)
This could help survivors on LV make it past the early stages of the round more easily and with more room to breathe, as well as adding more variety to the rounds. What do you guys think?
It’s a relic of an older time though, so well… yeah, maybe it should go. Xenos can always just camp cave entrances instead like they do on chances, varadero, etc (which is often a good idea because then you completely negate all deaths from mortar and CAS, which is a sizable %)
Yes, it is a ancient legacy back in from 2014/2015 where it was a sever rule break to charge across the river too early in the round, the fog was added as a mechanical solution to a OOC rule issue.
Only issue is the game has moved on. The fog is simply grandfathered in.
The last time I raised the idea to remove it, I believe the gist of it was that the fog won’t be removed at this time.
Perhaps if the map ever gets a full rework as part of the multiz overhaul, the fog can be justifiably removed then.
We’ve already got inserts with gaps in the fog so it makes no difference in removing them and other maps don’t have fog either apart from the chances claims which has all the good surv spots fogged off.
Nah. Don’t even keep the delaying part. It is one of the shittiest old things that bring down the oldest map we currently have. It is artifical slowdown of the game. Where both sides just aren’t allowed to interact for 10 minutes except for suicidal backliners.
It gives marines some breathing room to explore / patrol colony early to give early control, requiring significant skill and investment from xenos to pull anything off while fog is up.
It also gives time for support roles like Engineers to setup cades, power up APC’s, get engineering for power itself up, etc.
The only thing I feel is unfair is that it gives IO’s about 10 minutes of free intel since for most xenos, the prospect of staying in colony with fog up is suicidal unless xenos are really good and cooperate with a building caste that stays behind, but thats extremely rare.
Colony is never truly contested due to marines always pushing to river before fog drops (which xenos cant really cross outside of deathtrap chokes like the inserts and tunnels), which is in stark contrast to well, literally every other map. Here in LV it just makes it a slog through beach (which marines almost always win due to it being pure open ground + no roof), and then cave slop.
Killing fog and letting xenos contest colony without being assfucked by fog would be interesting, plus it would help mitigate the fact that fog makes the entire colony free intel (and thus automatic free resources for marines) for any competent IO.
The colony would be a PERFECT place for xenos to fight IF all grass tiles were weedable (and hence you can actually build on them). Even if you removed fog, marines would still have a HUGE advantage in colony due to the lack of good weeding areas and easily destructible buildings. Rounds where marines properly use their OB’s / CAS / Mortar and breachers to clear most if not all colony buildings tend to be marine majors a lot of the time outside of huge marine fumbles (but those happen even on other maps so I don’t account for them here).
Now if all unweedable grass was turned into weedable, you’d suddenly see a lot of the flanks and high movement marines can pull off in colony stop and it actually becomes a proper battlefield where xenos can also thrive.
Fog is lame, and actually with the changes on how you can’t ovi in certain areas (Hydro) ect. I think it would work, also if the fog is removed completely, just use the anti-weed system to completely remove the weeds for the whole of the colony side of the map to prevent any kind of pre-weeding and fortifications - to stop marines getting pushed instantly back into the FOB. It could work, someone just needs to make the PR…
Early fog drop would be a decently sized nerf to marines.
If fog went down at 20, xenos would probably start the battle in hydro. They could build early defenses there and ignore the painful river altogether.
fog at 30 forces the xeno defenses at beach because any at hydro would just be knifed down. The marines get a nice river to start the push in, and a chance to build up and hold hydro should their initial push fail.
That’s why I’m suggesting the weed removal gas just removes everything colony side, so they can only build on the beach, would be wasting time making fortifications at Hydro if it just gets deleted as soon as the marines drop.
gas alone wouldnt be enough. If I was queen with 20 fog, which is essentially no fog, and weedkiller on drop, I would still order the main army to hydro with hivelords and drones. They would get up enough for initial fight, and either hold on or get a free-ish retreat to beach.
Then again marines starting with full power can flank on the grass, but then again then again with good backliners the flank would wind up just creating casualties in the bushes…eh hard to say. I think it would still be tried. Also marines won’t have hydro as built up on average since the 5 minutes marines get to chill will be gone.
Starting the battle at hydro is not as good as you think it is. I have done plenty of hydro hives and the only reason it’s not pushed through immediately was that the hive core blocked CAS and OBs. Otherwise you have such little weed coverage it’s insane.