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Coliseum - Fall Preview Feedback

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Coliseum

Please provide feedback on the Team Arena Fall Preview settings in this thread! To read up on the Team Arena Fall Preview playlist and find links to all other dedicated feedback threads, head here.

Over the past few months, we’ve been gathering your feedback on Arena map weapon layouts here on Waypoint, and we’ve made a variety of refresh updates to a select set of Arena map / game type combinations in Team Arena.

For Coliseum, the following changes have been made:
  • Replaced Scattershot with Energy Sword at Trench
  • Replaced Suppressor with Brute Plasma Rifle at Top Mid
  • Added player collision on the red wing to better balance out red/blue bases
  • Added projectile collision in blue cave to create more predictable grenade bounces
  • (Assault Only) Overshield replaces the Energy Sword in Trench
8.26.2016 Update
Deez wrote:
Hey everyone,

In observing and playing the preview playlist over the past week, we’ve found there are a couple of minor issues that are impacting objective play on Coliseum. First, on the red side of the map near the ramp leading to ‘Yellow Tower’, players are able to hide outside the map with an objective like the picture below. Our solution here is to place a “return to battlefield” volume to prevent someone from spending any amount of significant time here.

Spot


Second, Coliseum Assault is having the most games end in ties, and is the lowest scoring of the three maps currently featured in the playlist. This is due to things like the arm zone on the pedestals, lack of any cover when arming, and the really small size makes it more frustrating to pick up the ball when it’s surrounded by a bunch of weapons, etc. The solution here is to bring the zone off the pedestal, increase the size slightly to give some extra room for arming, and provide a bit of cover from the pedestal that wouldn’t feel cheap to the defending team.

Assault


These improvements to Coliseum are now live in the Team Arena Fall Preview playlist. Be sure to keep an eye out and let us know what you think.
Thank you! We look forward to hearing your feedback.
Sword instead of scattershot sounds like it will be quite a game-changer, but I'm even more curious to see how the OS plays out in the new Assault. Excited to give the Fall Preview a play :)
i havent gotten to play yet but whats a "player collision" and "projectile collision"?
Would much rather prefer the scattershot to the sword bottom mid. I feel like more strategic plays are necessary with the scatter and that makes playing and viewing more enjoyable. Coli is also an extremely quick flag-cap run as is, someone running that with the sword would be near impossible to stop.
The sword on this map is op for both flag running and slaying. You can solo cap through top mid and rocketside. The control on snipe side with sword is a bit ridiculous.
The map geometry change is welcome for balance.
Assault is alright but I find tyrant plays better.
brute plasma is better than suppressor and a balanced support weapon.
Sword on Coliseum CTF is a bad idea. Coli CTF demanded of a team the performance of an order of operations (viz. controlling sniper and/or rockets --> controlling snipe area --> controlling enemy cave --> pinch and collapse --> pull flag and escort.)

The introduction of sword means that a player can pull a flag and, thanks to the speed boost, get across the map in no time (literally to your bridge in a matter of seconds) with essentially no organization or regard for the order of operations that makes the map interesting and worthy of competition.
I really like the way assault plays with over shield bottom middle as well as slayer plays with sword bottom middle, only thing that causes issues is coli flag with the sword you can jump from 1 window to the other with the flag way to easily. Maybe on ctf we could try out over shield bottom mid just like assault?
Remove the sword. It's possible to run the flag across the bridges incredibly fast with it.
XxXShizzy wrote:
Sword on Coliseum CTF is a bad idea. Coli CTF demanded of a team the performance of an order of operations (viz. controlling sniper and/or rockets --> controlling snipe area --> controlling enemy cave --> pinch and collapse --> pull flag and escort.)

The introduction of sword means that a player can pull a flag and, thanks to the speed boost, get across the map in no time (literally to your bridge in a matter of seconds) with essentially no organization or regard for the order of operations that makes the map interesting and worthy of competition.
You're right about the speedboost... ssbChad posted this on the TeamBeyond forums: https://www.twitch.tv/naded/v/84629521?t=5h19m - it's a cool move, but it's sure to make CTF a bit dull, because it could be all over before the opposing team have time to regroup.
Thanks for the feedback everyone, keep it coming! I'll be interested to hear what the feelings people have coming out of the weekend after they've had time to play, react, and get used to the new changes.

In particular, for those with concerns regarding the sword, have you had an opportunity to play games with it yet? If so, what happened? Did you feel you had to adapt your usual strategy to accommodate, or did you feel as though it was hard to strategize at all? Did you see an increase or decrease in clutch/high intensity moments? Thanks!
Barely much has changed. I dislike sword in flag due to the fact the flag can be run too quickly. I like the addition of overshield for assault I feel like controlling it allows for more aggressive play which I really like. I feel like the map supports assault really well and promotes very clinical, calculated play which is great.
I like the aesthetic changes
The brute on top mid is a good change
I'm not so sure about the sword, but I think it's worth testing.
Sword for CTF is really bad. Overpowered weapon that makes solo plays for flag super viable when before you had to work as a team to control the map and force spawns (as you should have to) or get really lucky trying to do it on your own.

Great job patching the clamber spot on red elbow. I will never understand giving huge asymmetrical advantages on what should be a perfectly symmetrical map. Really happy to see this adjustment!
Forgot to mention assault... Assault does not play well in H5. It is difficult to score and the gameplay seems to be more about not making a mistake defending than about making a great offensive play to win. Boring gametype that is inferior to ctf in strategy execution fun and excitement
Sword on CTF does not play very well. Flag runs from window to window is possible and people just try and sprint instead of setting up for a cap.

I actually like Assault overall (even more if the bomb wasn't reset after first touch) but it doesnt work on this map as well as Tyrant or Stasis imo. It is very hard to plant the bomb even when outslaying, the plant zone is very small and it is too easy to clear the ball.
I really don't like sword on this map. Haven't had a chance to play Assault on Coli yet, but have yet to find a map where Assault actually plays well, so not expecting this one to go any differently.
Scattershot worked well but I do think the sword is an upgrade. Will definitely provide some interesting gameplay moments and I like this change
I like the Sword replacing Scattershot idea. But yeah, I'm not sure about using it with CTF... might be too OP. Good for Slayer at least though.
Remove the sword from all maps, especially this one.
I think sword needs to go, it just seems to really break the flow of this map, and like others have said completely messed with flag runs and control. Everything else is good but the sword is a no no.
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