I said that would happen about Ancestor when it was first released, but got the it doesn't happen in testing response or something like that. If we're talking about maps, look at Dispelled. The Wasps ruin that map because they spawn too fast and there aren't enough good counters on fast respawn times to take them out. Similar issue with Viking and the Gauss Hog. Used to also be the Banshee, but that got nerfed too much.I’m mostly happy how Ancestor turned out, I feel it has fewer issues than others, however I’m not opposed to make it better with the right collective feedback. The design is tug of war with the intent of pushing out to mid and into the opponents base with the opponents having the tools and flanks to push back out. I admit that it requires fairly balanced teams to achieve that and searching with the balanced option on it mostly gets the desired result. A fairly coordinated team can overcome an uncoordinated team quite easily. That is something that isn’t out of reach for any map though. Ancestor offers flank routes that are protected to get inside, spawns in the structure, tier 2 anti vehicle weapons very close and a teleporter very close. I can see imbalance creating a poor experience, however the options do exist. Also, getting the splaser up top isn’t an easy feat. I feel the few tweaks I have made, if they go in, help balance the issues I have dug up. Lukepowa, you generally provide good criticisms and feedback that I know I and others have taken a few good nuggets from. I feel that Halo 5’s btb is miles above some previous iterations, though it has its flaws.
I think one issue is I don't think anyone is taking social into account. They're making maps to be competitive which is great when you get two evenly matched teams, but most of the time that doesn't happen and so you get snowball games with multiple vehicles on the map that can dominate a team too easily. I've been saying the stuff in my post for good while now and I don't think it's ever going to be fixed. I get that it's 'social' so it's expected to happen, but with some adjustments on a few maps it could be lessened to a greater extent.
I feel the best way to improve the map is to get rid of the pits in the back of spawns. When there’s a spawn trap, people just spawn in there, and the ways to get out are usually covered. Then you have no chance to escape because the enemy controls the structure/phramid and has all the high ground. So, (I’m not a genius when it comes to map creation or balance, but hear me out), I think it’d be best if some how, some way, there’s another route or another floor in the spawn so you can attempt to flank the enemy or get a little higher ground w/ cover. The enemy will still have the highest point, so it wouldn’t be unfair, but there needs to be an easier way to counter that. This counter shouldn’t a be a power- position though, just enough to help push back to mid. There’s also the chance of snipers spawns in each base (idc which sniper) but this way, even in the spawn pit, you could take put enemies taking out your teammates from the pyramid. If an enemy pushes to take your sniper, spawns would be push forward a
ittle more, and not in the very back, so that it’s a challenge to take another sniper. Please respond, and tell me what you think about this possible (and novice) improvement advice.