Bigger maps won€t do it and I€ll do my best to explain why:
When GR2 was first released, people did play tactically. Most used stealth, they called out contacts and kills and many people communicated their positions effectively, by using the grid numbers provided on the map. Teamwork was prevalent.
That€s how Ghost Recon should be played. Unfortunately, it€s not how GR2 is played by most people today. I believe this is due, simply, to players knowing the maps too well.
You have to exercise caution when entering an area you€re unfamiliar with. However, if you know that you can B-line it from your spawn point, to that one big rock near the middle of the level and you€ll arrive at precisely the same time an opponent reaches the truck parked directly across road from your new position, then why wouldn€t you?
You have to. You€ve started on his side a million times in past games. You know how long it takes him to get to that truck if he runs and you know that if you don€t take off from the start too, you€ll be letting him advance even further, effectively giving his guys the advantage, by putting your team in a bad position.
So what happens? The same thing, over and over. People run to the same **** spots, over and over. These levels are already huge, but we hardly ever see most of them, because we're stuck racing for the choke points.
<span class="ev_code_red">Random level boarders and spawn points</span> might fix this problem.
By putting people in unfamiliar territory, w/o knowledge of where the other team might be starting from, you could bring back that €œnew game smell€ and keep things fresh. People would be encouraged to play tactically and talk to one another again €" if only to say, €Oh ****! They€re coming from the hill this time!€
This would also enable us to concentrate play in some of the cooler areas of the maps that we hardly see. I€m telling you guys€¦ this is one way to fix multiplayer. Ubi has already hinted at it, but they need to take it further. Make it really random.




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