Initially I had the same feelings but after learning the map it’s not that bad. There’s a definite pattern to how things work and once you learn to navigate the areas in a way that lets you block out most of the ranged while watching out for the typical spawns it gets a lot easier. I feel like this map needs more learning than others did, but maybe that’s just me forgetting how things were back when the others were new. We do so rarely get new maps after all.
My biggest gripes there are just the usual Darktide garbage that they somehow turned into the main challenge theme here. The first path shamelessly exploits the barrels to try and flingshot the players down for an instant death. I mean, let’s not kid ourselves here. They’re not there to be used against the enemy and we all know it. Then every area after instead exploits the 360 spawns along with the bugged soundless specialists+. So you’re constantly at risk of getting netted, disabled or instagibbed by maulers from literally any possible direction with no warnings at all.
I like the map, it’s definitely one of my favorites just for how beautiful, open and different it is. But it also has by far the highest number of cheap instadeath garbage of them all so far.
Its not just you, it does feel a little overtuned. The other issue I have with it is that theres plenty of little spots on floor, particularly around the part where after you fight up the hill, where your foot will get stuck or you’ll slide down into a pothole or your dodge won’t go as far resulting in you getting hit and possibly downed. I wish there weren’t those little holes for you to get trapped in, I know its a gear flimsy sheet metal and all but maybe just a little more collision or whatever
tbh i’m not a fan of the opening part. you’re either on the stairs with little cover (think silo cluster), where you can take off at any moment, or you’re in some tight hallway where 2 non-ogryn people can’t walk next to each other.
i’m curious what’s the best way to do this. just storm the stairs asap, before more of them can spawn? at least it seems to work on silo.
The power event is hard because the lower half of the arena is full of features that make it harder than usual to locate enemies and track their movements, that make enemy shooters hard to fight back against, and that spawn enemies near-continually from all directions.
People don’t know where to go or what to do, so they often get isolated and overwhelmed. I honestly find that the most reliable strategy for that event is to just hover near the respawn point and just res all the people who run off and die.
The start is tough because people always split up and take different paths, then get isolated and overwhelmed.
Overturned with health stations, maybe! It sure does feel like there are a lot… but after a couple hairy gunner sections I’m not exactly complaining!
I would kind of like a timer for the first battery event though. Maybe I’m slow but I am still not 100% sure if the objective has been failed or Hadron is doing her usual gaslighting until the preset rounds of the event are actually over… for me at least there would be more tension if I had a clue what was going on
Also the end feels underwhelming. I really like the event underneath where you have to work together to take out the ice, and having objectives spread out is a nice touch (poor pugs, just follow the Ogryn…). It ends without a climax though — you’re dealing with constant pressure but there’s no holdout moment. What’s the map where you run across pipes at the end with the horse in hot pursuit? That’s what I’m talking about!
Instead you just… leave. Practical, but anticlimactic!
Hard to give a ”best” way. Pushing forward so you got a good way to fall back if when the music kicks in.
I love pushing as a shield ogryn, using charge and taunt while doing it.
If im playing veteran i enjoy marksman, bio optics with smoke grenades to clearnthe ranged while hopefully someone in the team takes cover in smoke and hold the melee guys while I do my thing. Plasma gun or the new buffed accatran lasgun will clear shooters very well.
As zealot I enjoy knife assasination to disrupt the shooters so team can advance
As psyker I move forward with deflect if needed, force push when im close enough and then purgatus to distract/burn heretics, if needed I deflect and move back to safety again.
If the team is responsive they can wreak havoc on the burning/staggered enemies
After replaying it several times the biggest areas of struggle i notice are the opening barrel area mostly because people like to take the thin ledges with a death drop and barrels lying around rather than the safer and just as fast back way and the 1st event area.
I don’t know what it is but i just cannot get the pacing / order of operations in that 2nd area. By the time i even hear a line about “hey the thing is overloading” it’s usually already overloaded and we need to start it all over again. I feel like part of it is that i don’t get an objective marker of visual feedback until it’s far to late and trying to pick that out when you have shooters, multiple specials, a horde, and sometimes crushers bearing down on you is far to hectic to keep track of.
Then we have TRAM.
The area after the tram is probably my favourite tbh. It’s well constructed, there are interesting areas to fight in, i actually know where im going or what im doing, visually it’s great, and it feels like it has just enough cover to get by but not so much that it’s too boring.
Gears area is fairly short, break ice, get thing.
Final area i originally wasn’t a huge fan of but it’s grown on me now that i actually know the various areas. Even then i kind of wish it was less new player hostile because the first time i played i had no idea where we actually needed to go. Since we have multiple objective bits it’s hard to pick up on a first play what is actually objective relevant and what is just map prop.
Overall it’s mostly fun, i would not be surprised in the slightest if the 1st event got adjusted in the future as ive seen multiple people comment about it being too fast and not really understanding what is going on.
New map is definitely crazy especially on higher difficulties. That beginning staircase with the ledge is brutal, then half the rooms are open spawning pits for enemies to come from everywhere. Had a 40 min game yesterday of just constantly chain ressing each other on the new map lol
Maintenance Walkway Lambda is a great s***test filter at the start. If your team survives a curveball here it will do fine on the rest of the map. The finale is also great for replay value, seeing as the only sections that are firm are pushing the button to start/end the event. Though sometimes people mash the heatshield control while you still haven’t broken all the ice and it ends up taking even longer.
I think this will get better as people learn to follow the powerup sequence but I wish the game communicated to players a little better how to deal with the event. I’d say at least half of the time pubs fight whatever is in front of them in that event without positioning much and (I think) after 3 failures the event automatically succeeds if the group didn’t wipe.
Lol, don’t forget the bits of plasteel hidden away on some of those paths. I like that the map has its own distinct identity in that sense but I wish they’d put that much thought into the vast open areas of Gloriana too. I wouldn’t have minded hazardous bits of machinery or something if it meant there was slightly more cover, for example.