Foefire map vs other maps
Somebody that gets it right here. Foefire is a /terrible/ map for solo que and a great map for teams. If you’re trying to progress solo, I couldn’t agree more: Stop picking it.
“Is it uplevel ranger season yet?”
more solo queue people need to learn to love Temple, great map for roaming/rotating.
I’m sorry, but I don’t agree with this. Foefire is one of my favorite maps solo-queueing and I don’t really have any particular problems with it. If I lose, it’s not the map’s fault in any way, whether it’s foefire, khylo or what have you. It’s usually because my team (myself included) just can’t pull together and we’re all trying to do individual things and not working together, not rotating well, getting bogged down, bickering, etc. Or lately, it’s also been due to class stacking that’s been a contributing factor for many solo queuers when they lose a match, but I won’t go into that in this thread.
If the other team has a better comp or a comp that counters yours, that’s an advantage that they’ll have no matter what map they’re on.
As for Foefire being flat-terrain, that’s also incorrect. Quarry, Graveyard and Waterfall all have terrain features that you can use to kite/LOS around. The only thing separating Foefire from other maps is that the mid-point is larger, but Graveyard still has a bunch of features you can use to avoid ranged damaged or kite around people.
I feel like you’re mistaking the other team having good map control as zerging. I don’t know, maybe you actually are saying that most of the teams you’ve fought on Foefire just all run to one point all together, in which case, why do you not simply rotate around them and cap the other two points that are totally empty?
But for Foefire, and for any map, you want to strive for good map control (meaning you want to have good STRATEGY…yes, there is strategy in foefire)…planning which enemy player to focus first, calling target and either going for a cc-chain stomp or luring enemy team into rezzing so you can cc/bomb them and generate more downs, gaining two nodes (usually home and mid) and then positioning yourselves so that if either node becomes contested, you can quickly respond to either of them (but not having your whole team go respond to one person)…getting ready to have someone decap the third node if it seems like you’re about to lose mid or home (rotation)…keeping a man-advantage over the team by only stomping enemy players if they’re keeping you from capping a point or if there’s a possibility of a rez nearby (otherwise just letting them bleed out off-point)…keeping an eye on your teammates’ health/location and minimap so you can see where you are most needed…poking far node to distract/pull away enemy players from the two points you control but not overcommitting to it…keeping an eye on secondary objectives unique to that map (this is especially important in temple).
If you do these things, it’ll certainly feel like to the enemy team like they’re being ‘zerged,’ but really, what you’re doing is denying the enemy team the ability to regroup as well as severely limiting their options, so it’s hard for them to focus on any objective.
But then again, I don’t know…maybe Foefire is just an unlucky map for you.