design wise i like the new map alot, gives me that necromunda hired gun vibe i loved at the time.
map itself is pretty “easy” in terms of having a 2 way choke point at any given time compared to the open areas of others : ascension riser battery room or clandestium first open hall with the rods.
as for the pacing, i´m at a loss really, what´s the incentive to commit to rear fighting or even back tracking when the majority moves on.
it might not be the best situation but duking it out alone is the worst of all outcomes.
i don´t like the accordion effect myself but kiting the bulk of the rear action towards the front liners is safer in my opinion.
at least you drop closer to them and got their attention.
that being said, “too slow” in a linear map if 3 guys keep pushing, drop what you´re doing and hoof it, chances are all 4 together get rid of the stuff following in no time.
keep in mind thats my personal, ogryn perspective.
bullrush and kickback is a breeze on this train, picking of snipers through 2 boxcars and having a choke in the front and back.
so when the rest was proceeding at my first, blind run-through, i was simply dropping what i was doing and caught up best i could.
sure, not every class has that “out of jail” ability, but then again, why do the rear ? if the front heads on, stay close. getting swarmed alone in the back ain´t the solution either.
had a good 2-man group the other day on other maps that really gave me a good run for my money.
they played well, killed their stuff fast, didn´t loot much mind you, but finished the map in record time.
key was disengaging and not over committing to stuff that quickly became irrelevant two rooms ahead.
bulk of the enemies channeled into a side door to pop out next encounter, rince repeat.
so it wasn´t a “fkk you all i leave the mobs to you aholes” kinda rush, it was a good brisk pace with no holdups except for major engagements.
not my cup of tea 24/7 since i enjoy the fighting but when in rome…