Nostromo wreckage needs completely rebalanced.
Almost if not all loops are absolute garbage tier and unorthodox its insane. Playing against Chucky specifically on this map is a complete mess. Am i the only person who hates playing on this map as survivor?
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Maps have, and will always be, the main reason why most people complain in this game. If the maps were way more balanced we'd have better games (survivor and killer).
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To be fair, there are more survivor-sided maps than killer-sided maps.
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Atleast neither of you disagreed with me, that is a start.
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I think the map is overall good balanced, but yes there are many unsave loops. I find some coldwind and the knight map far worse for survivors.
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The main building is also terrible. 2 awful pallets in the entire structure and a couple of windows that are death traps. It's also hard to tell which exits have ramps and which are drops until it's too late so you just get hit unless you have Balanced.
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It's pretty terrible for playing nice.
On the other hand, the shack-area has maybe the best tunnel-hooks of the entire game. 🤡
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A large part of the map, the small ship wreck corner is not being played, there is nothing there, especially Gen. A title that can be used for gameplay have to contain a Gen, where survivors are and where killers patrol for chase.
I wonder if anyone ever hook/get hooked in the small ship wreck basement?
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It is a TERRIBLE map for survivor lol. It’s rather large, sure. But the loops are all garbage.
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Although Nostromo is pretty bad for many reasons, all maps are becoming ridiculously small. I am not sure why every map is becoming a postage stamp where hooks are spitting distance apart and full gen patrol takes about 4 turns on one 8 meter tile but it is killing the whole point of this hide and seek kinda game.
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There are about 30 survivor sided maps.
Heaven forbid we get a third killer sided map.
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The maze tiles are always strong and you still have a bunch of somewhat decent filler pallets, that needlessly connect into each other. So I wouldn't say it's that terrible. Nostromo is however very prone to have dead zones, once certain pallets are gone. This makes it more killer sided. But with the amount of survivor sided maps in this game, I don't see this as such a big deal.
What game have you been playing? This has little to do with hide and seek. Hide and seek is probably the most boring thing for both sides because it takes away the interaction between survivor and killer and forces both into a position where they do pretty much nothing for the majority of the game.
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that's basically the only reason i personally haven't whined more about this map lol. Killers can get a W once in awhile
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Yeah, this map is awfull for survivor.
Unsafe loops and full of dead zones. Not even the typical strong structures like shacks or main buildings. This map is rough
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That's not true at all.
But the more important question is do we asking for balanced maps for both sides or do we asking maps to be favour one side? Maps should not favour any side.
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The 100% perfectly balanced map doesn't exist. There will always be aspects that favour a side or a killer. Stealth killers like indoor maps, mobility killers like open maps, survivors like large maps, killers like small maps, survivors like strong loops, killers like weak loops, both have to exist.
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Honestly I just find it boring
it’s just toba landing without colour and some alien references lol
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I agree, nostromo is the open field version of Hawkins. It really needs a rebalancing
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I think you're completely wrong.
Nostromo wreckage is the only Licensed map that screams: - balance. This is how balance should be on all maps imo.
It's mind boggling to me that, whenever someone creating a post about GoJ or Haddonfield or any other actual problematic map, everyone seems to ignore it. But when a fairly balanced map being called "garbage", everyone is freaking out and agree.
I'm afraid for this game future balance, when I see posts like this, I'm not gonna lie.=)
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Personally i hate this map for 4 reasons :
Hitboxes are thrash as surv or as killer(play billy/huntress to see it clearly, and as survivor i always get stuck on something that doesn't exist, that may just be me).
The map is extremely wide, #holdW.
The map is neither indoors nor open, it's bad for all killers and surv get "advantaged" by seeing the killer easily, but loops are bad for both sides. And there are random things all over the place.
The layouts of loops are just confusing, the gen spawn is horrible and the color is uncontrasted.
On the flip side (what's good):
Hooks spawns are not that bad, for both sides.
The Bmain has some interesting features, which could be used well.
The basements are not easy to camp, since gens generaly spawn far, which is good for both sides.(camping hooks is bad for you killers, i know i am a likker main).
lockers placements are OK if you don't take in account the back of the Bmain.
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Balance = empty areas and loops so short and unsafe a killer can m1 from either side of the corner and reach the survivor. There's like 2 safe tiles in that map, the rest isn't even mindgameable, it's just unsafe
It's easy to call balance when every loop is this calibre:
ike ######### are these
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Yeah, you're right.
Balance = 20 pallets with 1.5 m distance in between. God pallets one after another, connected to 2 god windows, that you can't go around, with the loops that you can't mindgame because of the short walls or rocks.
I see you.
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Yeah right because I wasn't the first one to complain about the "reworked" GoJ in ptb feedback. There's a sweet spot between GoJ and a map clutterd with unsafe useless tiles. Nostromo leans on the other side, and just cuz there's "more survivor sided maps" in the game than "killer sided" doesn't excuse this joke of unplayable map
But I guess balanced = I get my free hit regardless of how I play just cuz theres almost no mindgameable tile here. Reminds me of that content creator that was saying the new tile in azarov that luckily got now reowkred was actually balanced
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Those tiles that you showed are perfectly balanced around M1 killers, no? Ofc, they are bad against someone who can hit across the wall. But what do you want? Every tile and loop to be longer and more safe? That will be a 100% one sided mentality.
For me, some of the really unsafe pallets are present on RPD (and I think you know which are). Like these pallets are not ok, where the killer have pretty much 100% chance of hitting.
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No, those tiles are a guaranteed hit for m1 killers, which is different
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"But what do you want?"
Maybe at least one tile/loop that is not garbage or unsafe in the entire map?
You really can't think with a 50/50 mentality? Not every loop needs to be a god one, but neither needs to be a useless random piece of junk. That's why we are taking about balance, and this map is not, it's the killer version of The Game. Both have pallets that cannot be played by one side or the other.
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Once in awhile🙄 That sums up the mentality of this games playerbase perfectly.
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you must not play the game, or live under a rock. read about 90% of the comments on this thread and think about what you said LOL
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they are not, even M1 killers are promised a hit at every single one of those loops from either side.
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The majority of maps come with 9-15 pallets, 30-50% beeing unsafe. 20 pallets with lots of god pallets is not common at all. The only map that comes to mind is The Game, and there the killer gets other advatages with super close gen spawns and indoor in general favours killer.
Topic: The map is overall garbage and the loops are indeed very weak. On top of that, main is overall also not that strong besided the entrence loop and there is no shack at all.
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I have been playing DbD, since 2018, when it was fun, had almost no aura perks and killers had to rely on actual skill. This game was "hide and seek", now it is something more like killers 4k every time no matter what. They even brought in bots so if survivors want to leave the match killers still get to 4k. It does not get more killer-sided than that. Because I don't see any bot killers running around when a killer dips.
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Yea because they actually do gens.
This game may have originally been envisioned as "hide and seek" style but they then realized it works far better as a tag/freeze tag game. If you want a hide and seek game then what would the point of generators and chases and killer powers even be? In hide and seek the game would be over when the killer sees the survivors. May as well just go play prop hunt on GMod if that's what you're looking for.
Topic: Nostromo needs more LOS blockers and few more (and slightly stronger) filler pallets. Just my 2 cents.
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I am starting to think you have never played hide and seek. The seeker doesn't win when they "see" their opponent, they have to chase them down, just like in this game. Also, freeze tag has no other objectives besides chase so not a very good example. And there is clearly a hide component to this game, even if the devs have dumbed it down for killers so hard it is almost irrelevant. There are literally survivor challenges for "HIDE in the killers terror radius for x amount of seconds".
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There is one decent corner of pallets, but the whole area is also low walls or weird rocks with gaps that you can look through. So not the greatest. Spaceship shack is ass, loops on the sides of the ship are easily used up and create horrible deadzones, spaceship has a couple good windows but dead end loops inside. It definitely needs a looking at.
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Back in 2018 survivors somehow managed to die even with actual infinites.
Today, a killer barely has time to end their chases fast enough, let alone traverse the map and play hide and seek. Because the survivors will sit on gens every second they got. Compare that to 2018 where survivors were so affraid of the killer, they barely touched a gen even when the killer wasn't around. This game hasn't been a hide and seek for a long time. Neither side has any time to waste, so calling this game hide and seek only shows you have little understanding of how it works.
Bots were not introduced for the killer. If someone dced in the past, that would almost automatically result in a 4k anyway. That dc is a kill in any metric other than the Entity (and let's be honest, the Entity isn't the best to rate these things). Now even when a survivor disconnects, there is a bot, so that the solo queue team mates of that jerk aren't quite as screwed. There is still one more survivor running around the map, taking chase and repairing gens. This is significantly better than it was before. Let's not fool ourselves here, this wasn't introduced so killers could 4k still.
The reason you don't see any killer bots yet is the same reason it took them 7 years to introduce survivor bots. It wasn't a priority for the longest time and now that there actually is a demand / reason to introduce them, it takes time. A lot of time presumably because they need to program 34 different bots. That is a lot harder than programming 1 survivor bot that reacts to attacks and has set priorities when it comes to objectives. The killer role is not quite that straight forward for the most part.
I keep thinking this must be bait, because there cannot be anyone so incredibly biased that they completely misinterprete something that was introduced to help out solo queue as "[...] It does not get more killer-sided than that. [...]" Maybe it would do you some good to play both sides and reflect a little.
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I wanted it to be completely indoors.
But the map is fine.
Got killed there and escaped there.
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