I played Grendelkeep once
[insert Grumpy cat]
it was aweful
On a more serious note: That one game was nothing but a spamfest. Think Spambox, but separated into three areas where opponents spawn, spam and die once the action reached the middle area. From then on, it's pure luck if any team can break through and hold on to more nodes than the other during overtime. The most problematic aspect is that too many nodes are concentrated in too few space. It's entirely against Onslaught design principles that you spawn at one node and can attack another node without moving.
That's slander, sir! I'll have you know,that, on average, you'll need to look around at least one corner/edge before you run into the next node! But seriously, Grendel is just another specimen of the meatgrinder DM variety where a reliable, server-proximal connection (or the opposite) alone can make or break your experience due to packet priority. Whatever popularity it might enjoy at different times, it can't change that.
Ok, maybe I exaggerated a bit. But the nodes at the slopes (the ones labeled 5a and 5b in this post's attachment) don't require much more than taking a step to the right to start spamming flak towards 6b and 6a, respectively.
Or maybe I'm just getting old and enjoy not firing and attempting to evade enemy fire like crazy all the time during the entire match. Obviously it shouldn't become boring, i.e. traveling a minute from one node to the next clearly is too much on the other extreme.
Anik wrote:Whoever voted NO will die in great pain!
Bring it on!
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