Neverwinter_Knight77 wrote...
I think it's smaller. It seems like the enemies surround you more quickly there. I have no problem with one turret, but when there's a turret at every turn, a couple of phantoms, and a horde of guardians coming toward you, things get pretty tough.
Technically I think the levels are about the same size but White seems larger because it's oddly shaped. Firebase Ghost is basically a large square with structures running most of the border around the map and a structure in the center of the map. Firebase White on the other hand has a shape that emphasizes a longish narrowish passage from a spacious area on one side of the map to a spacious area on the other.
I think Ghost is definitely the harder of the two maps though. White has multiple areas where two players can more or less defend with little risk of being flanked making splitting up a little less risky and even better, these areas are pretty close to the landing zone.
Ghost on the other hand is a nightmare scenario. No matter where you are on the map you can be attacked from three sides...not even the buildings are easy to defend as enemies have a chance of bypassing your external defenses and dropping down into the room you're bunkered in.
The one thing though that I think makes Ghost harder is the landing zone placement. In White you have a large spacecraft to hide behind in the actual landing zone and can easily defend the LZ from the high ground all around it and retreat into the LZ during the last few seconds of the game. It's easy to keep the immediate area clear of enemies as all the approaches let you see them coming from a good distance away.
Ghost on the other hand puts you into a valley surrounded by high ground with excellent cover for enemies to hide behind. The only cover in the actual LZ that protects you from all sides the enemy can approach is only large enough for one person. The rest of the cover only protects from one approach or the other. The LZ is also quite a bit smaller which makes aoe attacks like grenades more difficult to deal with. The valley you're stuck in essentially limits your range which means the enemies get a lot closer before you can thin them out... the fact that they can approach from within the surrounding structures magnifies this problem even further... and then enemies get a few more yards of unmolested advance because of smoke.
If you apply the strategy I mentioned in White on Ghost (holding the high ground and retreating during the last 30 seconds before evac arrives) things tend to work out a little better however the areas around the LZ are extremely vulnerable to flanking as enemies have 5+ points of entry.