Architechnophile
Member
Suppose I'm in the minority on this, but I actually hate the first (outdoors) part of Metro so much more than the interior sections. Wide open expanses, easily defensible mcoms, and most importantly:
That's the real killer for me. Even in the subway, you've got a few options for getting to the sides of the enemy. In the first part, you've got the two big long halls - the left one usually ends up pretty clear, but the smaller hall between the two is a reliable way to get through. Further down, you can sneak to the far escalator and come up behind most the enemy. And when the enemy gets too committed to any one side, you can take the other and hit 'em at a 90 degree angle.
But that beginning part....ugh. It only takes a few guys to defend mcom A, and the rest can sit around B and keep you from getting near it. Eventually you get pushed back to the spawn, which has almost no forward cover to speak of.
I've been spawn trapped in the beginning of Metro as the attacker more times than on any other map (with the exception of a few of the End Game ones).
- No opportunity to flank
That's the real killer for me. Even in the subway, you've got a few options for getting to the sides of the enemy. In the first part, you've got the two big long halls - the left one usually ends up pretty clear, but the smaller hall between the two is a reliable way to get through. Further down, you can sneak to the far escalator and come up behind most the enemy. And when the enemy gets too committed to any one side, you can take the other and hit 'em at a 90 degree angle.
But that beginning part....ugh. It only takes a few guys to defend mcom A, and the rest can sit around B and keep you from getting near it. Eventually you get pushed back to the spawn, which has almost no forward cover to speak of.
I've been spawn trapped in the beginning of Metro as the attacker more times than on any other map (with the exception of a few of the End Game ones).