anthony87 said:
Noshahr canals on Battlefield 3.
If you're on the side that spawns on the carrier then prepare to have a whale of time trying to even make it to the docks as you're being sniped by soldiers, a tank or two and there's an enemy helicopter spawncamping and blowing up your helicopters. What do you do if your helicopters get destroyed?
....You take a boat. A little shitty thing that's just begging for a tank to blow it out of the water provided one of the snipers don't headshot your as you're driving it.
Very unbalanced map is basically what I'm getting at.
Really, any of the amphibious assault maps have the same problem. A coordinated team of engineers can ensure no armor makes it to the beach and if you have a single sniper with a SOFLAM, the engineers don't even have to be coordinated. Sure, in some maps they assault team gets a significant advantage in terms of armor and air assets, but the air game rarely has a real effect on the ground and a pair of engineers working with a sniper can destroy IFV's in seconds.
As far as unfair goes, I'd point to the simple fact that some weapons you unlock are simply better than others in games. Until the recent patch, the USAS-12 with Frag rounds was so insanely powerful that the only reason you wouldn't use it on certain maps was because you hadn't unlocked it yet. The fact that any handgun you unlock is objectively better than those you start with is silly. The 1911 has far more stopping power and an adequate magazine that allows for plenty of missing while being more than accurate enough for the job. The Rex and 44 magnum are more powerful still. The Glock 18 has absurd stopping power at point blank range and can easily be used reliably as a longer ranged weapon just like the M93R.
But, were I to pick something from another genre, I'd say just about all of the super units in Dawn of War 2. A properly supported baneblade is an unstoppable killing machine. A land raider can bring an enormous assault squad beyond virtually any defensive line and support them with absurd firepower tailor made for murdering infantry and worrying just about any armor the enemy might field. Terminators do absurd damage and can only be killed with overwhelming numbers after you've managed to route their entire support structure. There is lterally no safe way to engage the standard ones. At range they shred everything with Assault Cannon and up close they have the brutal power fist. The Swarmlord is a melee power house that is seemingly impossible to put down, applies a debuff to everything in range as well as offering a powerful buff. A well constructed tyranid army that features Swarmlord can launch foolish assaults against an entrenched enemy and come out relatively unscathed and victorious.
I suppose what makes it unfair is that the good toys went to three of the six armies. The Eldar have an Avatar - a slow bullet magnet that can easily be kited and killed. Its only utility is in the aura and the special abilities are sufficient to keep it from being worthless. The Great Unclean one is much the same but it doesn't get the advantage of having truly useful abilities. It is simply a damage sponge. And Daisy is just a damage sponge that is not truly useful for anything. Sure it kills tanks and infantry but it does so far less efficiently than any other option all while being relatively easy to kill by armor or infantry. Supported it is dangerous but hardly devestating. Unsupported it won't even do much damage before it goes down.