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Keri Starlight
Psygod9
152
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Posted - 2013.08.29 19:34:00 -
[1] - Quote
I'm having some troubles to identify the various maps and I'm ashamed because I'm not exactly a new player... Have a laugh on me if you want, but please help me figure it out.
First of all, I can't see the Map's name in the spawn screen. I think that a visible Map name would help A LOT.
So, if I'm not mistaking (correct me if I'm wrong), we have some maps which will never change, they are absolutely static and these are:
-Ashland (my favorite by far) -Line Harvest (silly exposed A and B positions, C and D under sheltered buildings) -Manus Peak (sniper's paradise)
But I'm doing a lot of confusion with those dynamic maps. I can easily identify the main buildings (I think they are called Outposts), but the landscape varies..?
-Spine Crescent is the one with the massive bridge. Does the outpost vary here or is it always the same? -Skim Junction, this one changes for sure. I like the Artillery compound (the one with the exposed cannon in the huge circular area), but hate the Communication structure (the Gallente-looking green-colored one), because it's not tall enough to give any cover (being a pilot) to HAV and dropships... and people spam uplinks on top of the large tower (it's the only noticeable tower but yet not so tall) and snipe or Forge-snipe across the whole map. -Iron Delta? Does this change or not? The only thing I know for sure is that counter-sniping there is horrible because the "C side" hills give no cover and the other team is advantaged.
So which maps vary and which ones do not? And which are the possible random outposts for each map?
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Coleman Gray
GunFall Mobilization Covert Intervention
616
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Posted - 2013.08.29 19:36:00 -
[2] - Quote
I still don't have a clue what the maps are for where until I'm in the game, when squad mates ask "What map are we on" I reply "Look at the table in the middle of the lobby, it can give you a better Idea than I can XD" |
Bittersteel the Bastard
WarRavens League of Infamy
396
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Posted - 2013.08.29 19:38:00 -
[3] - Quote
I have no idea what map is which. There's the one with the bridge and then there's the city and...and...I forget. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1362
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Posted - 2013.08.29 19:38:00 -
[4] - Quote
Ashland is the only absolutely static map. Line Harvest has 2 medium sockets in the redzone, but since no one goes there it is pretty much static. Manus Peak has a small socket at C and a medium socket at B, so there are quite a few variants of this map. You are correct on Spine Crescent.
Iron Delta and Skim Junction are the confusing ones because they are very similar. They both have a large socket (outpost) in the center with a small socket on both ends. The easy way to identify between the two is Iron Delta only has 2 objectives in the large socket while Skim Junction has three objectives in the large socket. |
Keri Starlight
Psygod9
152
|
Posted - 2013.08.29 19:40:00 -
[5] - Quote
Aero Yassavi wrote:Ashland is the only absolutely static map. Line Harvest has 2 medium sockets in the redzone, but since no one goes there it is pretty much static. Manus Peak has a small socket at C and a medium socket at B, so there are quite a few variants of this map. You are correct on Spine Crescent.
Iron Delta and Skim Junction are the confusing ones because they are very similar. They both have a large socket (outpost) in the center with a small socket on both ends. The easy way to identify between the two is Iron Delta only has 2 objectives in the large socket while Skim Junction has three objectives in the large socket.
Sidenote: They don't want to put map names out there because they are actually supposed to be different planets and such. So you may play two rounds on Manus Peak back to back, but you actually have technically been on two different planets.
Thanks a bunch, this helps! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1363
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Posted - 2013.08.29 19:42:00 -
[6] - Quote
Bittersteel the Bastard wrote:I have no idea what map is which. There's the one with the bridge and then there's the city and...and...I forget. Its confusing even for long time players because that "city" you're talking about isn't actually a map, it is an interchangeable socket. The maps are nothing more than a set terrain with location for these interchangeable sockets to go. |
R F Gyro
Circle of Huskarl Minmatar Republic
479
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Posted - 2013.08.29 19:52:00 -
[7] - Quote
Aero Yassavi wrote:Sidenote: They don't want to put map names out there because they are actually supposed to be different planets and such. So you may play two rounds on Manus Peak back to back, but you actually have technically been on two different planets. So why name them at all then? I've never figured that out.
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Bittersteel the Bastard
WarRavens League of Infamy
399
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Posted - 2013.08.29 19:55:00 -
[8] - Quote
This is a situation where easiness and comprehension would be better than just making it fit with the lore. Yes, I understand it's supposed to be a different planet, but it just makes it god awful for the players to describe which map they were on. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
96
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Posted - 2013.08.29 19:57:00 -
[9] - Quote
Keri Starlight wrote:I'm having some troubles to identify the various maps and I'm ashamed because I'm not exactly a new player... Have a laugh on me if you want, but please help me figure it out.
First of all, I can't see the Map's name in the spawn screen. I think that a visible Map name would help A LOT.
So, if I'm not mistaking (correct me if I'm wrong), we have some maps which will never change, they are absolutely static and these are:
-Ashland (my favorite by far) -Line Harvest (silly exposed A and B positions, C and D under sheltered buildings) -Manus Peak (sniper's paradise)
But I'm doing a lot of confusion with those dynamic maps. I can easily identify the main buildings (I think they are called Outposts), but the landscape varies..?
-Spine Crescent is the one with the massive bridge. Does the outpost vary here or is it always the same? -Skim Junction, this one changes for sure. I like the Artillery compound (the one with the exposed cannon in the huge circular area), but hate the Communication structure (the Gallente-looking green-colored one), because it's not tall enough to give any cover (being a pilot) to HAV and dropships... and people spam uplinks on top of the large tower (it's the only noticeable tower but yet not so tall) and snipe or Forge-snipe across the whole map. -Iron Delta? Does this change or not? The only thing I know for sure is that counter-sniping there is horrible because the "C side" hills give no cover and the other team is advantaged.
So which maps vary and which ones do not? And which are the possible random outposts for each map?
They won't do that cos theres many planets but same maps |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1364
|
Posted - 2013.08.29 19:59:00 -
[10] - Quote
R F Gyro wrote:Aero Yassavi wrote:Sidenote: They don't want to put map names out there because they are actually supposed to be different planets and such. So you may play two rounds on Manus Peak back to back, but you actually have technically been on two different planets. So why name them at all then? I've never figured that out. The maps have names because they are still unique in their socket placement and having something to call them by is helpful for giving feedback to the devs. The interchangeable sockets also have their own names. |
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Beren Hurin
The Vanguardians
1302
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Posted - 2013.08.29 20:00:00 -
[11] - Quote
You can really start to see their progression in map design with each map:
1.0- Ashland: 5 points. Lots of exposure in the red lines, plenty of verticality. No sockets. Nothing changes from one map to the next. Still a fairly small play area. A mix of open fronts and bottlenecks meant nearly any weapon could find a viable application somewhere on the map.
1.1- Line harvest: 4 points. Still none of the objectives change. Really gives the sense of there being a defender and attacker. However, it is the first map to employ small and medium sockets but at the starting points in the redline. Additionally some of the sockets that exist (C&D) and the middle table, were medium sockets that they were testing out for playability in future maps. First 'tower defense' map. Play often devolves into a merry-go-round style trading of objectives, or a tower dominance test.
1.2- Manus Peak: 3 points. B is a medium socket and A is a small. They stealth added new sockets over time on this map. Small sockets were rotated at starting locations, and were used for balance testing in ambush maps. Minimal cover means this map becomes a training ground for snipers, counter snipers, and zerg-attacking.
2.0- Skim Junction: 5 points total. 3 points on large socket (outposts) and 2 outside. The first map to feature a large socket. New challenges for balancing and new roles for vehicles on a more 'urban' setting. Some, but not all, medium and small sockets rotate on the outside objectives and secondary installations. Strategy often revolves around domination in the outpost, and then temporarily capturing outside objectives.
2.1- Spine Crescent: 5 points. 2 Points on large socket. 2 points on two separate medium sockets (that could rotate). 1 point on a static objective (the bridge). More scattered small sockets on the outskirts, helpful for counterattacks and recovering from redlines. Each objective presents unique opportunities for establishing a fortified defense, and for flanking from multiple directions. 3 outside objectives means that bunkering in the city and winning is more difficult. Mobility, vehicles and AV become much more important in this map.
2.2-Iron Delta: 4 pts. 2 pts in large socket, 2 pts outside. A team must balance infantry, AV, point defense, mobility, and vehicle use more than nearly any other map here. The tower game can also be played with up to 5 separate towers that dropships can deploy on to bombard many parts of the map. One of the most balanced games as the redline flanks a single objective for each team and two secondary small sockets provide a CRU or supply depot with cover outside of the easier to defend medium sockets and outpost. |
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