What's your opinion on V6? Vote Here!

Rate V6:

  • Very Positive

    Votes: 65 63.7%
  • Positive

    Votes: 14 13.7%
  • Mixed

    Votes: 12 11.8%
  • Negative

    Votes: 1 1.0%
  • Very Negative

    Votes: 1 1.0%
  • Idk man I'm still banned / Haven't played it yet

    Votes: 9 8.8%

  • Total voters
    102
Messages
159
Reaction score
161
Points
415
Location
Romania
Thanks to the dev team, we finally got V6 and it's looking amazing. Thank you once again. Anyways, what's your opinion on the map? Vote here!
 
Honestly an insane update. I don’t know how they did as much as they did. The new map, audio, environment and everything else is sick. It feels way more realistic than v5 and feels like an actual city. I can’t wait to see what they release next. I think there’s some new PD things coming relatively soon which should be awesome.
 
The map is alright and the soundscapes are a massive improvement, but...

* The Bank is a massive downgrade in terms of playability for anyone but the crim mains. IDK why they went the route of, "the whole bank is locked down and only one entrance in!" but its stupid. It took what was fun with the V5 bank, namely being able to sneak in through different entrances, playing in the parking lot, playing the roof, ect... And limits it to - Please walk into the AS50 and Grenade Spam. I do like the vent system, but even that feels very predictable. Oh no, they are going pumpstation or Reagals! And you just need to camp those areas to maybe kill one player before getting sent to blackscreen. The only other way of playing it currently is to raid the properties of the bank raiders and just camp inside of them.

* The view distances for certain areas are just awful. It feels like you can only see up too maybe 50 meters and then you lose sight of anything beyond that. This is most apparent with the highways and places like the water between Hicktown and Roxies. This feels like a massive downgrade compared to V5 where you could at least see out to 100 meters to 200 meters without much issue. This also makes following vehicles an absolute nightmare because if they go a certain speed, you lose sight of them within a matter of seconds.

* Being unable to go onto the roofs at Suburbs feels like a downgrade. I understand why it was done, but broooo that was so much fun.

* Some displacements around the wood cabins feel pointy compared to the smoothed out surface the rest have, and it's not uncommon to get caught on them and be stuck with no real recourse outside calling RC or prop pushing. I understand that displacements are a massive pain in the ass(i also map for this dumpsterfire engine), but really wish their was at least something like a rock on the pointy bits to prevent getting stuck.

* I hate the dumb system that pushes you off the railings. MASSIVE DOWNGRADE. Parkour is fun! Parkour is gamey! But it beats having to run up and down entire flights of stairs for no practical reason when previously you could have just bounced off the back and saved yourself a minute of time.

* Some doors currently have issues with the metal detectors and makes it so some of them refuse to open when crowbarred or battering rammed.

I'm not trying to be a buzzkill. The map is 100% an improvement, but several small things like the stuff listed above kinda mess with the vibe.
 
The map is alright
The map is much more realistic than v5 and it looks sick
IDK why they went the route of, "the whole bank is locked down and only one entrance in!"
There’s three different entrances
* The view distances for certain areas are just awful. It feels like you can only see up too maybe 50 meters and then you lose sight of anything beyond that.
The view distance is the same, the map just feels bigger
I'm not trying to be a buzzkill. The map is 100% an improvement, but several small things like the stuff listed above kinda mess with the vibe.
Make some suggestions
 
There’s three different entrances
Even when it's locked down? Because when it's on lockdown you can only access it via the fire escape exit.
The view distance is the same, the map just feels bigger
I mean that's sorta the issue. It felt like you could view things a bit further out during those points in time, and their was a reasonable level of disconnect to explain why you wouldn't be able to see certain places otherwise. Hicktown is the perfect example because you legit cannot see it from the Roxies across a small pond. Which, much like the bank, it funnels people into a one way without realistic avenues of doing things otherwise. Not to mention speaking of Hicktown, it lacks that charm of being able to circle around through the water now :(
 
* The Bank is a massive downgrade in terms of playability for anyone but the crim mains. IDK why they went the route of, "the whole bank is locked down and only one entrance in!" but its stupid. It took what was fun with the V5 bank, namely being able to sneak in through different entrances, playing in the parking lot, playing the roof, ect... And limits it to - Please walk into the AS50 and Grenade Spam. I do like the vent system, but even that feels very predictable. Oh no, they are going pumpstation or Reagals! And you just need to camp those areas to maybe kill one player before getting sent to blackscreen. The only other way of playing it currently is to raid the properties of the bank raiders and just camp inside of them.
This is just objectively wrong, V5 and prior map version bank robberies evolved into something that was just stupid, it made the entire city area unplayable because everyone was just shot on sight, it was hardly enjoyable for anybody just getting shot from random areas. The current system is way better, it contains the robbery to a much smaller area that does not intefere with anybody else and adds a small layer of tactical play to it. It also is literally better for police, as there are only 3 doors that they can use to exit, but for some reason most officers choose to do the polar opposite and attempt to enter the bank through the one funnel door at the back instead of waiting when the robbers are the ones who have to get out and escape.
 
* Some displacements around the wood cabins feel pointy compared to the smoothed out surface the rest have, and it's not uncommon to get caught on them and be stuck with no real recourse outside calling RC or prop pushing. I understand that displacements are a massive pain in the ass(i also map for this dumpsterfire engine), but really wish their was at least something like a rock on the pointy bits to prevent getting stuck.

* Some doors currently have issues with the metal detectors and makes it so some of them refuse to open when crowbarred or battering rammed.
Any map issues will be fixed in time with trial and error, the devs are working hard to fix any weird buggy terrain.

Also I have a feeling you’re simply placing the metal detectors too close to the door or in a weird way. If not, again this will be fixed in time. The map is still new.

* Being unable to go onto the roofs at Suburbs feels like a downgrade. I understand why it was done, but broooo that was so much fun.

* I hate the dumb system that pushes you off the railings. MASSIVE DOWNGRADE. Parkour is fun! Parkour is gamey! But it beats having to run up and down entire flights of stairs for no practical reason when previously you could have just bounced off the back and saved yourself a minute of time.
This is simply more realistic and negates mingery, it’s not even that bad you’re exaggerating it.
 
* The Bank is a massive downgrade in terms of playability for anyone but the crim mains. IDK why they went the route of, "the whole bank is locked down and only one entrance in!" but its stupid. It took what was fun with the V5 bank, namely being able to sneak in through different entrances, playing in the parking lot, playing the roof, ect... And limits it to - Please walk into the AS50 and Grenade Spam. I do like the vent system, but even that feels very predictable. Oh no, they are going pumpstation or Reagals! And you just need to camp those areas to maybe kill one player before getting sent to blackscreen. The only other way of playing it currently is to raid the properties of the bank raiders and just camp inside of them.

With all do respect, this has to be the shittest take I have ever heard for the new bank robbery system. Calling it a downgrade from V5 has to be ragebait, or maybe you haven't played it enough to understand it?

It is clearly more PD sided as the bank robbers are now contained within only 3 areas to leave, and since the main lobby is now blocked off, there are less long range angles for the bank robbers to peak out of. Do you remember how aids it was to respond to bank in V5 when the whole main city was surrounded by multiple AS50s?

The new bank system punishes those who approach the raid with no plans (like 90% of pistol cops I see who just rush the fire exit without any intention of working as a team) and rewards those who take their time and communicate with others.
 
The new bank system punishes those who approach the raid with no plans (like 90% of pistol cops I see who just rush the fire exit without any intention of working as a team) and rewards those who take their time and communicate with others.

Unfortunately this is a problem that is endemic to the police department as a whole. Earlier today there was a bank robbery where we found two of the robber's cars parked outside of stahlsberg, so we just camped there and easy win
 
With all do respect, this has to be the shittest take I have ever heard for the new bank robbery system. Calling it a downgrade from V5 has to be ragebait, or maybe you haven't played it enough to understand it?

It is clearly more PD sided as the bank robbers are now contained within only 3 areas to leave, and since the main lobby is now blocked off, there are less long range angles for the bank robbers to peak out of. Do you remember how aids it was to respond to bank in V5 when the whole main city was surrounded by multiple AS50s?

The new bank system punishes those who approach the raid with no plans (like 90% of pistol cops I see who just rush the fire exit without any intention of working as a team) and rewards those who take their time and communicate with others.
due*
 
This is just objectively wrong, V5 and prior map version bank robberies evolved into something that was just stupid, it made the entire city area unplayable because everyone was just shot on sight, it was hardly enjoyable for anybody just getting shot from random areas. The current system is way better, it contains the robbery to a much smaller area that does not intefere with anybody else and adds a small layer of tactical play to it. It also is literally better for police, as there are only 3 doors that they can use to exit, but for some reason most officers choose to do the polar opposite and attempt to enter the bank through the one funnel door at the back instead of waiting when the robbers are the ones who have to get out and escape.
With all do respect, this has to be the shittest take I have ever heard for the new bank robbery system. Calling it a downgrade from V5 has to be ragebait, or maybe you haven't played it enough to understand it?

It is clearly more PD sided as the bank robbers are now contained within only 3 areas to leave, and since the main lobby is now blocked off, there are less long range angles for the bank robbers to peak out of. Do you remember how aids it was to respond to bank in V5 when the whole main city was surrounded by multiple AS50s?

The new bank system punishes those who approach the raid with no plans (like 90% of pistol cops I see who just rush the fire exit without any intention of working as a team) and rewards those who take their time and communicate with others.

Defeat in Detail. If you are forced to leave a TFO at the fire escape exit to prevent a breakout there, you are usually going to maintain the other exits with disorganized pistol cops or the rare shotgun cop, and even when they are organized all it'll take is a solid push into one entrance with a numerically superior force to lead a breakout. Even if those cops are expected to just be sentries that sound the Life Alert for where the breakout is, that still means you need at the very least 5 cops to maintain a skeleton defense, and you are expected to lose some of those skeleton crews for the sole purpose of being a tripwire.

When you were dealing with it on V5, you still had the option of taking on the Bank Raiders from other positions over the main city, be it coming up from Farm, Church to Overpass, Sunset to City Garage, ect. This also doesn't include the other means of entering the bank to contend it right there and then, be that from the back doors, windows, front door, or roof. Hell you could envelop the bank raiders with the same methods they used on V5 because you could use it to pick 1 on 1 fights that could still result in some kind of success.

The vast majority of bank raids I have dealt with on V6 are usually running 6 to 8 strong. That's 6 to 8 people armed with automatics, sniper rifles, and grenades. If PLPD only has pistol cops or low-rankers that still means you are likely to get rolled once it leaves the vault area, with the only practical response being to let them breach one area or the other and doing hit n' run tactics to whittle their numbers. That also is under the expectation that everyone is on the same page for such tactics to be employed... And yeah. PLPD.
 
Defeat in Detail. If you are forced to leave a TFO at the fire escape exit to prevent a breakout there, you are usually going to maintain the other exits with disorganized pistol cops or the rare shotgun cop, and even when they are organized all it'll take is a solid push into one entrance with a numerically superior force to lead a breakout. Even if those cops are expected to just be sentries that sound the Life Alert for where the breakout is, that still means you need at the very least 5 cops to maintain a skeleton defense, and you are expected to lose some of those skeleton crews for the sole purpose of being a tripwire.

When you were dealing with it on V5, you still had the option of taking on the Bank Raiders from other positions over the main city, be it coming up from Farm, Church to Overpass, Sunset to City Garage, ect. This also doesn't include the other means of entering the bank to contend it right there and then, be that from the back doors, windows, front door, or roof. Hell you could envelop the bank raiders with the same methods they used on V5 because you could use it to pick 1 on 1 fights that could still result in some kind of success.

The vast majority of bank raids I have dealt with on V6 are usually running 6 to 8 strong. That's 6 to 8 people armed with automatics, sniper rifles, and grenades. If PLPD only has pistol cops or low-rankers that still means you are likely to get rolled once it leaves the vault area, with the only practical response being to let them breach one area or the other and doing hit n' run tactics to whittle their numbers. That also is under the expectation that everyone is on the same page for such tactics to be employed... And yeah. PLPD.


This is from a recent thread about the bank in its current state:


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The map was designed this way as the old bank was flawed. As mentioned by others, it shut down the whole city, in order to stop this they confined the bank raid to a smaller area. In order to stop 20+ pistol cops camping one exit and overwhelming the bank raiders the dev team were forced to create this feature of 3 entrances/exits that they can escape with.

This promotes tactical gun play, you don’t need to be beside someone to coordinate with them.
 
The reason the bank locks down to 3 specific exits is to protect the police, especially those who don't want to play things tactically. Trust me, it was a lot harder to defeat the robbers before the shutters were added.

The bank in V6 went through more playtesting than any other building on the map, with many different players. Originally the bank was completely open just as it was in V5, and it was terrible. The cops would almost always lose, because like in V5, they would just run in through the nearest entrance get get killed. So we went back and tested with many itterations over multiple playtests until we reached the design you have now. We kept running bank raids, and making both small and large changes until it was incredibly fun for everyone involved.

It is important to remember that this is not the same bank as V5, which was not designed with any real balancing in mind. If you approach it the same way, as either a cop or a crim, you will not have a good time. In V5 you could just shoot anything that moves and camp loads of spots over the city, ruining the experience for anyone not involved. That was never going to be an option for V6. The robbery had to be contained, that was the main design goal. Not to mention, in V5, if you had a group of 8 crims, the cops would almost always die because of they could take control of the city much faster than cops could arrive. And because it was the whole city, you could pick off any pistol cop before they got anywhere near the bank.

V5's bank area was just a death match arena that annoyed everyone who wasn't involved in the bank robbery.
 
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