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481. Rooftops and vertical design - in Skirmish Gamemode [original thread]
crazy space 1 wrote: ZDub 303 wrote: Come on, this is like 20000 years into the future isnt it? Where are the teleport pads!? Or clone jumps. Walk up to a supply depot, and jump to any nearby spwan pad or supply depot. The idea being you...
- by CCP LogicLoop - at 2013.06.18 09:20:00
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482. 3D/2D/Birds Eye View map downloads - in Skirmish Gamemode [original thread]
Dynnen Vvardenfell wrote: Some other ones than that I meant, lol More interactive and better resolution Nothing like that planned. Though you can open those images with a direct link and get a larger version. They are scaled down in the foru...
- by CCP LogicLoop - at 2013.06.18 05:03:00
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483. Rooftops and vertical design - in Skirmish Gamemode [original thread]
Shotty GoBang wrote: CCP LogicLoop wrote: Were playing around with more vertical gameplay in the sockets now. The one I am currently doing has a lot of it, and is much different than our typical large socket designs. Also the Research outpo...
- by CCP LogicLoop - at 2013.06.18 02:35:00
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484. "Inside" Maps - in Outposts [original thread]
Mobius Wyvern wrote: CCP LogicLoop wrote: Doyle Reese wrote: How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy Not entirely sure yet, but the MCC's will either have a new interior, or it ...
- by CCP LogicLoop - at 2013.06.18 01:39:00
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485. Rooftops and vertical design - in Skirmish Gamemode [original thread]
From Costa Rica wrote: How about several points of entry to the roofs? That all depends on the how high the roof is. We used ladders, which was not our ideal choice in the past. Were discussing other options sort of like the good old "lift...
- by CCP LogicLoop - at 2013.06.17 08:38:00
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486. Grenade fail - in Skirmish Gamemode [original thread]
XtoTheS wrote: CCP LogicLoop wrote: XtoTheS wrote: I tossed a grenade into the C beacon. It bounces off of the inside part where a red was, hits the ground right behind him and it blows up on the other side of the wall protecting the red...
- by CCP LogicLoop - at 2013.06.17 03:47:00
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487. Lets talk Ambush - in Ambush Gamemode [original thread]
Fred Laurentson wrote: SponkSponkSponk wrote: Confirming that hitting default when uplinks are available sometimes makes it look like you're spawning on that uplink anyway. Whether you actually do is another thing entirely, and something tha...
- by CCP LogicLoop - at 2013.06.17 02:29:00
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488. Sticky:Manus Peak Ambush OMS Feedback - in OMS Gamemode [original thread]
Funkmaster Whale wrote: CCP LogicLoop wrote: RINON114 wrote: Coordinates 6,6 between the supply depot and turret installation there is what seems to be a barrier where the ground joins up. It's literally impossible to walk across this gap...
- by CCP LogicLoop - at 2013.06.17 02:27:00
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489. Grenade fail - in Skirmish Gamemode [original thread]
XtoTheS wrote: I tossed a grenade into the C beacon. It bounces off of the inside part where a red was, hits the ground right behind him and it blows up on the other side of the wall protecting the red hacking the objective. I still killed h...
- by CCP LogicLoop - at 2013.06.17 01:41:00
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490. "Inside" Maps - in Outposts [original thread]
Doyle Reese wrote: How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy Not entirely sure yet, but the MCC's will either have a new interior, or it will be a new MCC all together. The current MCC'...
- by CCP LogicLoop - at 2013.06.17 01:28:00
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491. "Inside" Maps - in Outposts [original thread]
From Costa Rica wrote: What are your priorities if i may ask? Solidifying what's out there. Creating the proper surface infrastructures for each race, more set ups with current game modes that exist on new terrain. New terrains in general. ...
- by CCP LogicLoop - at 2013.06.16 09:28:00
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492. All the maps seriously lack interiour spaces - in Outposts [original thread]
crazy space 1 wrote: btw here is how I would handle it Make 4 texture sets. One for each race. Inside each building of each race can just use the same texture set. You can make endless different interiors with 2-3 maps per race, and yet still ...
- by CCP LogicLoop - at 2013.06.16 06:33:00
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493. Lets talk Ambush - in Ambush Gamemode [original thread]
matsumoto yuichi san wrote: on that note i think that the random spawn needs to flip around instead of trying so hard to spawn near blues try harder to spawn not near reds :P it would also help the issue of getting trapped for a long time i...
- by CCP LogicLoop - at 2013.06.16 04:43:00
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494. outposts and how to make them better - in Outposts [original thread]
Mac Dac wrote: speaking of player driven artillery how are the autocannon, artillery, and laser turrets coming along. there used to be a tag in the market for them but they've since been removed and never spoken of. I personally do not know...
- by CCP LogicLoop - at 2013.06.16 04:38:00
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495. "Inside" Maps - in Outposts [original thread]
Alpha 443-6732 wrote: Are there plans for making maps inside areas such as: -Space stations -Massive production facilities -Underground facilities and caves and are there plans for naval maps and ship engagements, or raids on underwater facil...
- by CCP LogicLoop - at 2013.06.16 04:30:00
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496. All the maps seriously lack interiour spaces - in Outposts [original thread]
Eskel Bondfree wrote: This is something that has annoyed me right from the beginning when I started playing Dust in June last year. There are almost zero indoor places on all the maps in Dust. The only ones I can think of are two small rooms in...
- by CCP LogicLoop - at 2013.06.16 04:27:00
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497. Null Cannons with multiple terminals - in Outposts [original thread]
Iskandar Zul Karnain wrote: Probably been suggested but I would like to see objectives that require multiple terminals to be hacked simultaneously. This could be useful for variations of nullcannons or different game modes. It also promotes tea...
- by CCP LogicLoop - at 2013.06.16 04:24:00
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498. Rooftops and vertical design - in Skirmish Gamemode [original thread]
shaman oga wrote: I'm talking about the the one in Line Harvest especially. There is no way to go there, only with a DS.
We have no mortar like weapon to prevent roof abusing.
We can't destroy the enviroments.
I love the vertical d...
- by CCP LogicLoop - at 2013.06.16 04:11:00
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499. [Feedback] Great gameplay area (medium SI) underused. - in Skirmish Gamemode [original thread]
KAGEHOSHI Horned Wolf wrote: CCP LogicLoop wrote: That is what we currently call the Consolidation Matrix. We are making more things kind of like that in terms of game play. Interior, but not quite interior, more vertical gameplay, etc. ...
- by CCP LogicLoop - at 2013.06.16 03:57:00
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500. [Feedback] Great gameplay area (medium SI) underused. - in Skirmish Gamemode [original thread]
KAGEHOSHI Horned Wolf wrote: Would really be great to see medium structures (like 4 of these things) used to take the place of an outpost, or "city". They could mix and match different combinations of medium structures also. There are a cou...
- by CCP LogicLoop - at 2013.06.16 03:42:00
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