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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
KA24DERT
TeamPlayers Negative-Feedback
269
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Posted - 2013.12.06 06:40:00 -
[31] - Quote
The section of road that starts at G4 and ends at C7 is immune to Mass Drivers. Rounds go right through the road surface with no splash damage. |
KenKaniff69
Fatal Absolution
970
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Posted - 2013.12.08 03:29:00 -
[32] - Quote
Regardless of the amount of equipment present, matches always turn into a slide show with this socket. Please look into the issue to find if there is a memory leak that can be fixed.
So about those vehicle locks...
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Bojo The Mighty
Zanzibar Concept
2364
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Posted - 2013.12.13 07:08:00 -
[33] - Quote
Note To Self and others: From the highest Balcony of B5, to the second story balcony/walkway @ E2 is roughly 82 meters. If anyone reads this at all, use that to your reference. (I know this because it was my longest Mass Driver kill that round.)
Feedback: I dig this outpost because it's sort of fair to most weapons. There's CQC, long corridors (lasers), medium to long range gaps...the range differentiation is really nice to the diversity of fittings. I see shotguns, MD's, ScRs, SMGs, all kinds of weapons on this map but admittedly it can get pretty AR514 |
G Torq
ALTA B2O
361
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Posted - 2014.01.10 17:28:00 -
[34] - Quote
Quandrant F2, coming from G2 Can get stuck in wall/corner outside of the stairwell, left side of the entry to the stairwell (when looking in).
When stuck in wall/corner, can shoot out, but not do damage; can be damaged from shots fired by enemies from "outside" the wall.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Mountain Doody
DUST University Ivy League
29
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Posted - 2014.01.21 16:15:00 -
[35] - Quote
I haven't played this map more than a couple dozen times yet, but I have noticed that a very common situation is one team seizes the high ground between B6 and G2. It's very difficult to assault this position. I only know of staircases at F2 and G6, I don't know of other ways to get to the high ground to attack this postion, e.g. to get to E5/F6
I bet I just need to explore more, but I think it's worth considering opening up this area a little bit so it is not quite as easy to defend. |
Arkena Wyrnspire
Fatal Absolution
8822
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Posted - 2014.02.02 12:13:00 -
[36] - Quote
The spawn point for the objective at E5 needs to be moved. People spawning directly behind the hack point makes it impossible to take the point with any degree of security - you can cover the point as much as you like, but anyone spawning can kill the hackers before spawn invincibility even runs out.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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KalOfTheRathi
Nec Tributis
1069
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Posted - 2014.03.29 19:06:00 -
[37] - Quote
All maps sockets outposts that have the curved second level railings allow Heavy Forge Gunners to fire through the wall while being protected from all incoming rounds.
The three entrances to this facility has two of these on each side. Every other instance of this same feature has the same problem.
H1 and J1, N8 and N10, E15 and H15
Odd when one considers that many of the pipe type barriers (not an actual fence per se) cannot be fired through. Only shooting through the gates work at those and they are open designed fences.
The open but impenetrable fences are shown here in this photo as well. It runs through I6 to K6. The end in K6 is on the left and lower side.
Addressing how they look so the Merc would know whether the fence/wall/partition could be shot through would be a significant improvement in the quality of the map.
And so it goes.
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CoochMaster Flex
Contract Hunters
0
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Posted - 2014.05.15 15:50:00 -
[38] - Quote
Alright, so ever since 1.8 this map has lagged for me. It's not just me, it's others too. Everytime I go inside this compound, it start lagging a little bit. The longer I stay, it gets worse. I've had others say the same. Outside of it is fine. Just fix this problem |
Bradric Banewolf
D3ATH CARD
191
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Posted - 2014.07.12 18:39:00 -
[39] - Quote
Love the this map, especially with my gal assault shotgun fit, but it seems to lag more than others? Is that a frame rate issue?
"Anybody order chaos?"
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4468
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Posted - 2014.07.24 02:27:00 -
[40] - Quote
This is the Gallente Research facility and the area in question is the strip L5-L7. Now what I'm trying to point out is a general design flaw if applied in reality. Now if you start from L4 inside the research facility and move around the facility maintaining a path that does not require you to touch the street level, you will end up L8 where you come to the end. Now if I was to design a facility I would make it so that point A is returnable via completion of the path. Right now you can not get back to L4 from L8 without jumping down to the street.
It only makes sense to finish the loop-access (cyclic path) and make a bridge or second level walkway from L4 to L8 aka the strip L5-L7. It would really just complete the place considering that the strip L5-L7 is already a relative deadzone.
Let's say that Mercenary B (for Bojo) enters at A7 (ramp access near CRU). To get to L4 without jumping down to street level (let's say there's a roaming pack of HAVs) Mercenary B must go through the walkway in the upper right quadrant. There is no other option than taking to the streets. Let's also say that it is unwise to go through that area because as gameplay has proved, get a few HMGs up there you are denying access.
Let's say Scientist B (Bojo The Scientist) enters at A7 after taking a leak just outside the wall of the compounds. He has to swing by L8 to pick up some test tubes and then go to L4 to get to the Labs (which are underground last I checked). So he gets to L4 taking the clockwise route. But oh no! Scientist B cannot get to L4 without jumping down to the street which would bust his knees because he's not some mercenary clone. He has to carry that box of test tubes down a flight of stairs out of the building across the street up the stairs again and down the stairs to the lab. There's obviously a flaw in designing this place as a laboratory considering it is difficult for the scientists to commute between two nearby points.
So how about just adding that walkway? Please? Don't give me that look....no, no, no,....damn you UI performance!
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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