I’ve gotten used to not being able to choose what I play so I generally just quickplay into auric damnation. Might as well get the bonus dockets and plasteel.
If it weren’t for the annoying little pos of a map called Rolling Steel. Why the hell does it still pop up so many times? Can’t we move it into the special assignment or a new operations tab already?
It’s neither as engaging or fun as a regular map. And after having done it x amount of times it just gets boring.
I commend them for making a map that plays differently to usual ones. However I’d agree that it very quickly loses its charm.
I’m kinda blown away that the community testers didn’t catch its inherent problems before release. The relentless spawns, the baked in timer, the gimmicky hacking. The “boss” just kinda thrown in there. Eh, not a fan.
I think Rollin steel is actually a cool map and concept. But I don’t like missions with a timer.
The biggest problem is that, even if the map is short. Sometimes you get delayed at the beginning and it’s virtually impossible to complete the map, so you are now wasting the time left on the counter.
A possible solution would be to have different timers for each section of the map.
I agree that there should be a different section on the mission for the operation missions, as they are fundamentally different from the normal content.
Well…
Considering that qp is primarily working as backfill mechanism, it might have something to do with map popularity.
How do people not understand this?
Every time a new map is released, people complain about how often they are getting the same map in QP, because they do not understand what QP means.
You CHOOSE to be backfill for what ever is currently being selected by other players.
If one map is particularly popular, obviously that is where you will get put into.
my experience with rolling steel QP lately is that the game doesn’t get backfilled at about the 2nd bomb anymore. so its another quittide special of you trying to play with bots when people start deciding that they don’t want to play or you already lost or whatever.
my only issue(I play on auric damnation qp if not maelstrom) is it gives almost no resources.
It needs something like a hidden cache of plasteel(maybe it only opens if we complete main objective with at least 120s left on the clock), like 500-1000 base +10% qp.
Said it before, rolling steel should be available at all times just like karnak twins and be its own thing and shouldn’t be in QP.
When i actually want to play it its not available, but when i dont have time to play anything at all apparently it plagues other player’s quickplay… The situation is exactly what i thought it would be.
Train missions in games are notorious in games for a reason. The narrow pathways and restrictive timers make this one no different. It’s frustrating being forced to constantly combat the timer, and of course, stealth builds, and builds optimized for being able to rush through a mission will be much better suited to the objectives, while others will suffer and may have to be left behind to lose because at some point, the timer is a more important objective than helping the team move as a unit.
I don’t like to be forced to race through a mission under normal circumstances, but here, it highly disadvantages builds that aren’t capable of swiftly pressing on. Having stealth builds, or just Zealots that can lunge through the mission quickly is pretty much the meta. Maybe Ogryn with the rush too. The problem is the way the mission is designed ensures that those that can’t keep up will get left behind out of necessity, and then the rushing players often blame the team for not moving fast enough, as if everybody is equally capable of moving through a gunner nest as a stealth zealot.
Everytime I’ve played this mission in quickplay so far, it’s been a narrow loss close to the end because 2 or 3 players were stuck behind and getting killed, unable to clear a path, while one or two pushed ahead because there wasn’t enough time. Everytime, the game also has had about 2 players leave immediately because they don’t like the mission and then others join later.
With certain mission modifiers and the density of enemies, I could see this mission being so much more restrictive as to what kind of classes and builds can get through it than it already is, making the issues even worse.
Solution
The “hacking events” should pause the timer indefinitely until players pass a checkpoint.
This checkpoint could just a be a door that all living players have to be present to pass open before proceeding, ensuring that the checkpoint mechanic can’t be abused by luring enemies in the next area to the team to make it easier to beat the timer.
Its a one and done type map for me as well, I never quickplay and always check what map im signing up for, if there is nothing decent I just fire up a different game.