no one really think that breeze is a truly dogshit map, right? if so, what are the bad things about breeze?
childishrex [#3]breeze is literally the best map, people who think its shit cant aim in it
not the best, but def better than average...
ItsMeDio [#6]if you said that, haven has 3 sites, which can have many lurk as well
its like as a attacker u can perma camp mid, to cut doors rotation, but the B haven doesnt work the same way
acels1 [#7]its like as a attacker u can perma camp mid, to cut doors rotation, but the B haven doesnt work the same way
B haven works exactly the same way, they have to rotate thru b or spawn. just like in breeze they have to go mid or spawn. haven is just better in every other way
brado [#12]B haven works exactly the same way, they have to rotate thru b or spawn. just like in breeze they have to go mid or spawn. haven is just better in every other way
b rotate is hard to catch its diff
acels1 [#13]b rotate is hard to catch its diff
you dont play it right then, I catch b rotates on haven ez every game, just like breeze
brado [#14]you dont play it right then, I catch b rotates on haven ez every game, just like breeze
as in, theres only 1 angle on b, but for breeze mid theres liek 25 angles
acels1 [#15]as in, theres only 1 angle on b, but for breeze mid theres liek 25 angles
well that explains why you don't get it. it's okay, math is hard and so is haven for you
brado [#16]well that explains why you don't get it. it's okay, math is hard and so is haven for you
💀💀💀 dont tell me ur talking all this shit if ure like below immortal
it's not even the long sightlines really, it's how big the map is. every single part of it is too big and it's too much to cover, both for attackers and defenders. there's 5 places for the defenders to be watching so it's impossible for them to have presence everywhere without traps, and even then that's not much of a countermeasure. it's also way too easy to get flanked as an attacker for this same reason. most other maps have 4ish main chokes or areas to hold, allowing for defenders to at least have 2 people playing on one of them, and also reduces the risk of getting flanked as an attacker. breeze doesn't have this, and that's why it sucks to play.
bonkashi [#19]it's not even the long sightlines really, it's how big the map is. every single part of it is too big and it's too much to cover, both for attackers and defenders. there's 5 places for the defenders to be watching so it's impossible for them to have presence everywhere without traps, and even then that's not much of a countermeasure. it's also way too easy to get flanked as an attacker for this same reason. most other maps have 4ish main chokes or areas to hold, allowing for defenders to at least have 2 people playing on one of them, and also reduces the risk of getting flanked as an attacker. breeze doesn't have this, and that's why it sucks to play.
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iframedeez [#22]the fact that you need 2 mandatory agents (Viper/Harbor) already tell how dogshit the design is
who tf plays habour on breeze
romanval [#17]fracture and icebox are worse maps but bind and breeze need reworks to change meta so it makes sense, the first two have had changes are are still bad so hopefully rito doesn't cuck my 2 fav maps
Fracture after update is really great.
its a mid map if you ask me, its meant to be a big map designed around aiming, yeah maybe its great for lurks and oping but thats by design. I don't mind it being removed as much as I do Bind because that was by far my best map. Breeze just tactically has gotten very stale and every game kinda plays out the same.
acels1 [#23]who tf plays habour on breeze
some people, shocking I know. the point is Harbor wall is as identical as Viper wall and both can cover the sites like no other controllers just because how Breeze design is.
the same can be said to IceShitbox, but at least Icebox isn't as big as Breeze so you can still cover the sites (albeit not as powerfull as Viper)