Nostromo map
The new is way too unsafe. There is no singular loop or pallet that cannot easily be mind gamed. No shack with a God pallet, no jungle gym which is closed off. It is like Garden of Joy for killers...
Comments
-
The map is huge and has pallets in almost all sections of the map. Not only that but the main table in Nostromo practically allows you to loop an m1 killer for 2 minutes straight at that one loop. It's like having a second Borgo. The only thing that should be changed about the map is probably the size or something because my console slightly lags when I'm on this map.
3 -
Are we playing the same map? I have destroyed multiple killers on this map. It's not anywhere near as bad as you're saying.
8 -
I also never found it to be rather one sided, the table thing with the pallet is quite annoying and the jungle gyms are alright, I didn't play it often enough to tell if it has god pallets, but also god pallets are terrible design because the don't allow to apply skill unless on certain killers, the killer only has the option to break it, because it is basically impossible to get a hit if the other player is sentient.
5 -
I didn't try too many killers on that map, so maybe it's just Xenomorph being what he is, but the map feels quite balanced for both sides.
Like on one hand the map indeed have very few trully safe structures or strong pallets, but on the other hand the map is huge and actually contains a lot of them where most are weak, but usable. Also it contains huge number of LoS blockers which means S-tier killers do not have it as free as on say Autoheaven realm.
For me the map feels actually very good. It promotes a lot of interaction (not just predrop and hold-W on survivor side and "this tile is so trash that I have free hit" on the other side). Considering huge size - it can be quite challenging for killers. IMO one of the best maps recently (most definitely better then borgo, garden of joy, new cowshed or new abattoir).
Also - the number of little easter eggs in the map make it also very enjoyable :)
2 -
completely agree.
0 -
The map is almost balanced around stealth moreso than chase. Kind of like a lot of indoor maps. Since there is so much clutter, there is all the more hiding spots. You can walk from TR and instead of having 2 options tops, you have 5+. They have a bunch of loops where it just seems off, like the pseudo 4-lane with the L shape blocking the middle on one side, and the pallet and window being on the same side of the loop on another. The back gen (in the shipwreck/main) feels like a deathtrap, but if the Killer doesn't think to check it, then it might as well be a free gen.
1 -
I disagree, it is very slightly Killer sided, but there's like 4 jungle gyms and main has some good loops. It's probably the first truly balanced map in the game.
1 -
I agree on the easter eggs. The map being huge, I agree on. Not a fan myself of big maps. Line of sight blockers, sure. Outside of the hall which you can loop around and round…every jungle gym has an open gap in it, shack is not even a normal shack and most pallets are highly unsafe. Maybe my RNG was bad as well, but I did not find the map balanced at all.
0 -
Mindgaming is part of the game. But having pallets where the loop is so short you’re going to get hit either way is too strong.
0 -
Would you rather have it be dead zone? I think even really killer sided pallets are better than nothing and already delay a bit more than a dead zone...
0 -
I would like jungle gyms to be jungle gyms and a shack to be a shack with a normal layout and not gaps everywhere so it is a loose-loose situation.
0 -
um the ship on the map is like the shake and its a good map for killers like the other maps are survior sided so this is fair
0 -
So you basically want the same tiles over and over again with no map specific tiles? I mean you do have jungle gyms there? I still think that the pallet is just wrongly place at the long wall jungle gym, but I think it is fine that there is no shack on this map.
1 -
I don’t want half of the map being a loose loose situation. Toba landing was balanced. This one is too killer sided.
0 -
Toba landing has to many line of sight blockers I think. And I don't think this one is killer sided at all.
1 -
Oh no, a map where skill in chases is actually important for survivors? That's awful. /s
4 -
How is playing around a pallet with 2 inches on each side skill related? Especially against Xeno which a loose loose to begin with?
2 -
Good survivors can make use of bad pallets, also yes some killers make basically every pallet in the game unsafe, it's not really an argument though. If you have the option of nothing a complete dead zone or a trash pallet, you should take the pallet. If maps had 15-20 fair pallets it would take ages for the killer to get a down I think. Because even fair pallets when predropped can delay the hit by a substantial time. There need to be some weaker spots for killers to chase into and also some stronger ones to avoid otherwise the kiler would not have to chose where to chase because the map is equally strong anywhere.
3 -
All you’re saying is yes, it is a killer sided map
0 -
Well for some people with a hammer everything is a nail right? I guess that applies to you to here. No I don't think it is killer sided. I think it is good if maps offer weaker structures instead of complete deadzones and many maps before were just way too busted with safe structures and the possibility to chain them. I think Nostromo is a rather balanced map, compared to the last few maps they made, but as well overall.
3 -
we finally get another shackless map and the complaints are already rolling in...
1 -
Apparently survivors are helpless without multiple god pallets on the map.
3 -
Ah, yes. God forbid maps are balanced. All I am asking for is a balanced map. But apparently everything has to be one sided or else you cannot get your 4K and start crying in a corner. Sigh, some people
2 -
What is a balanced map in your mind then? Name a few.
1 -
The most balanced maps in my opinion were Hawkins and the old RPD before they changed & ruined it. Those maps had both killers and survivors having good and bad matches on, which is how maps should be. I have died every time on Nostromo and there is too much dead space and crappy vault locations. And if you have any latency, the pallets in the loops they're in are meaningless.
1 -
Toba Landing, Dead Dawg, Sanctum of Wrath, McMillan
0 -
The Artist's map was too before they made it smaller. I used to have good and bad matches on it as killer & survivor but now it's mostly good for my killer matches and bad for survivor (especially against toxic killers).
Gideon is pretty balanced unless you're going against a scratched mirror Myers, Skull Merchant or Legion. Huntress & Nemesis are pretty OP on that map too.
0 -
In my opinion, most fair maps are - coal tower (RNG heavy, but both sides can have blast), Thomson house (small number of pallets, but strong loops that can however be played around with massive deadzone in the middle), father's chappel (small map with strong main). There are other maps that can be added to the list, but they always lean a little towards one side or the other.
The things I don't agree with:
Dead dawg is killer sided because of awful 3gen (killer just need to be wise enough to not chase at main if he's susceptible to semi-infinite), Sanctum - leans towards killer, McMillan - realm as a whole favors survivor a little even though there are maps that are fair and there's shelter woods that still favors killer a little bit but not very much. Gideon is on average killer sided, but it's absolute irredeemable pain for some killers (say Freddy), old RPD was 100% survivor sided (new one is on average killer sided but some killers struggle there real bad), Eyrie of crows was very survivor sided and still is survivor sided even though much less then before as they reduced the size.
1 -
Toba landing has way to many line of sight blockers and makes it easy to hide when you hear a heart beat.
Dead dawg offers a really strong main building with basically an infinite and becomes very killer sided if you decide to 3 Gen in the outskirts. It basically offers misery depending on what playstyle the killer chooses.
Sanctum is also rather killer sided if you decide to hold the 3/4 gen of one side.
The McMillan maps are mostly balanced, I can agree on that.
I would also say wreckers yard is fine, blood lodge can be fine and Nostromo seems to be fine, besides some weird frame drops. Azarovs is too easy to 3gen and gas heavens main building is a it too strong since they put the main building more in the middle. But at least they got rid of those car walls.
0 -
Eyrie still favors survivors a little at least, the loops are all pretty strong and the main building is alright, it was just completely busted before.
Gideon is a horrible map with 20+ safe pallets, I will never understand how survivors go down against basic m1 killers on this map... Sure when the killer kicks all pallets the map has nothing, but if you cannot manage to end the game after the killer kicked 20 pallets than that says more about you and your team than anything else... I don't find Nemesis too strong on this map, just predrop and deny him t2 and he needs to kick pallets normally... Its not like you need to be resourceful with pallets anyway...
1 -
I would say depending on the killer new rpd still is survivor sided since it takes ages to get to places and most loops offer rather little counterplay for m1 killers.
0 -
Go against a scratched mirror Myers or a Huntress and you'll see. Trapper could be dangerous on it if he basement hooks someone. Also Hex Blood Favor can make pallets a non factor and totems can be a pain to find on that map. So Blood Favor & Undying would screw things up for survivors. I use Blood Favor on that map a lot as killer.
0 -
for some killers I 100% agree. It's hard for huntress, (chasing) bubba, blight, some say even nurse (but I don't agree with her - you can do very good predictions with her) - or pure M1 no antiloop killers have it tougher (say sadako, pig).
But in my opinion on average, new RPD is killer sided (in a meaning of pick killer randomly and he will more likely then not like the map).
0 -
How do you know you will get the map beforehand? If you need a certain perk to make a map viable then the map has bad design. Wasn't scratch mirror the t1? That's a terrible addons on any map but Lerys, why would it be good on that map? There are many loops that are I reach of generators and as soon as you reach a loop with a pallet you are safe, unless he has 3 stacks of play with your food... I don't think Myers with that addons is any good on the game.
Huntress depends many loops are high enough to crouch the hatchets and if we take perks into account urban evasion helps against that.
If you go down against trapper near basement you already made a mistake, but yes the basement is better for trapper then on other maps since he only needs 2 traps to shut it down, I still don't think the map is good for trapper, you csnnot hide traps and if someone just follows and disarms you have nothing.
1 -
Toba landing is bad enough for top nurse players to call it a ######### map xD Knightlight for example seems to despise it.
I think the Majority of players dislike indoor maps since they all have their own problems but if you go by kill rate it might be true. I still hate every indoor map and rpd especially.
0 -
Not sure you play survivor, but if not give it a go and you'll learn why. Especially in solo queue where there is no communication. Hell, most of the friends I play with I never have discord on while playing with them (many are console and I've never interacted with them other than playing with them), so with friends it's not much better other than knowing someone will come for me if they're still alive and I'm hooked.
0 -
Considering nurse I generally agree with this statement with 2 notable exceptions - The game that is so tiny and has good visibility even if it's indoor map is very strong for nurse and RPD that even though works as a labyrinth (which usually makes the map horrible for her - see Lery's) has a notable exception in a way hallways are structured - they always lead somewhere on very much predefined path (but have many turns which effectively slow down survivor for fast catch-up) where you can predict survivor will go - if you include the fact that survivor can't dodge you in these narrow halls - I at least am able to very often predict-blink on top of survivor for very fast downs.
Sure enough this mandates certain strength of survivors (which I actually get). There still are quite a lot of nooks and crannies where survivor can hide instead of continuing his path on hallways which can totally make me loose him altogether - but this happens much more rarely then very fast down. (and basically this is also the reason why I mentioned people consider the map bad for nurse but I personally don't agree with this).
But sure enough - to abuse this factor, you need to perfectly know the map. It will not work otherwise and you can very much struggle as nurse in this map.
As for Toba landing... I just don't like it. I personally consider the map always favoring the other side no matter which side I play xD That's why I made no statement towards it.
Also I agree that indoor maps are usually bad for both sides (keeping in mind quite a few notable exceptions).
0 -
Around 50 50 just like basically everyone else... I don't see what gets changed by that?
0 -
I mean the game is still a bad map even with that because the gameplay consists of drop safe pallet when necessary and nothing else... There is just use of skill... But besides I can agree.
1