Quote (Exceptions @ Feb 21 2014 04:22pm)
Same, SnD is my main game mode. Let me explain some scenarios..
Octane: With unlimited sprinting, defense side is allowed to rush and climb on top of bus stop and get into top hotel ( or bottom ). The fact that they can literally be in your spawn before you can get any setup is ridiculous. In all other CoDs it's all been about getting a pick and then moving forward.
Warhawk: Offence side just has to get 1 kill, and then they're in your spawn. That's literally all this game is about. Get into the other team's spawn, and then lay down in some dark corner and wait for people to rotate.
(Bold) Ghost's promotes camping even more tbh. Once a person reaches your spawn It's very unlikely they'll keep running around. Camping in a corner with a sub while the bomb timer is ticking down is what 99% of people would do. On almost all Mw3 / Bo2 maps crossing was needed because that's the only way to get to a bomb lol. You had to push strategically. Winning a gun fight on offence was far more valuable, because it opened up the map. In Ghost the map was already opened up from the start of the round.
Many competitive players agree with me. It's far too easy in Ghost to rush into an enemy spawn and flank. Bo2 / Mw3 required a full push, and a pick to get the bomb down.
I'll touch on defense only, which is what I'm referring to in regards to not needing to push further past the bomb sights.
Aftermath - ADS the one outside.. camp inside for the other in any of the countless spots.
Cargo - given instant control on the one bomb. the other needs some forward motion, but there's no need to go middle or right side.
Carrier - technically given control on both, but pretty risky to just post up anywhere.. not a bad map.
Drone - no point in crossing threshold. just have someone headglitch the one bomb. some flanks to watch though. the inside bomb is given map control instantly and it's risky for the enemy to peak out the windows, plus hearing the doors open is easy to soundwhore.
Express - given control on both..no need to go into any of their hallways.
Hijacked - technically you don't have to leave spawn really just headglitch the sides.
Meltdown - just camp and headglitch. no need to cross.
Overflow - this requires movement and isn't a bad map.
Plaza - good map since you definitely need to rush to defend.
Raid - good map.
Slums - awful, awful, imbalanced SnD map.
Standoff - good map.
Turbine - some forward motion, but technically no need to push past. not that bad of a map.
Yemen - not bad. some benefits to pushing past one of the bombs.
Nuketown - :/
I'm speaking just from a technical perspective, but I still enjoyed some maps I describe as being imbalanced. You're definitely right about needing team pushes to break. I also started using smoke a lot more in this game.