Originally Posted by
Boersgard
Here's a map of prison with issue areas circled in green.
(...)
North push is dark blue, south push is light blue. Red is where nobody goes ever because it's locked down and inaccessible for too long and by the time you can move through it marines are either in full retreat already or have secured a position on civ residences and it doesn't matter.
Okay, the biggest problem with prison right now is that the north side is COMPLETE ASS to push through. There are so many 1-tile wide doorways/chokes it's unbelievable, and the entire way is a complete rats' nest. New players have NO IDEA where they're going and get lost easy, and it's a nightmare to try and actually cade up/reinforce. There's a reason south pushes almost always reach the crashed ship - the path is less obstructed, more straightforward and has fewer chokes that kill marine momentum.
In general, Prison Station is in desperate need of large 3-tile wide minimum hallways connecting all major areas. There shouldn't be ANYWHERE with 1-tile wide doorways that 20 - 50 marines are expected to push through. Even 2-tile wide doors and hallways are really bad. 3 is a minimum, 4-5 is what a large marine push actually needs. It is extremely rare to see a marine push actually get through north section past the chapel. Almost always they get curb-stomped there. This area, more than anything else, is where I'd focus pathing changes.
That's really what prison needs. Pathing changes. Bigger paths for marines - leave the rats nest for xenos flanking, not marine pushes.