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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Logibro
C C P C C P Alliance
1324
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Posted - 2013.09.03 23:52:00 -
[1] - Quote
This thread is for specific feedback on the Gallente Research Facility map asset as it appears on any map. Please post any issues you have with the map in this thread. If addressing a specific section of the map, please include the grid coordinates included in the image above for easier verification. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Fire of Prometheus
DUST University Ivy League
301
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Posted - 2013.09.04 00:24:00 -
[2] - Quote
1st post :D
I love this new outpost!!! I especially love how it smoothly transitions from fighting indoors to fighting outside! I haven't found any issues with this map and in my opinion, it is the best outpost that has been released! I used a sniper from ground level a few times and its just as effective as using an AR!
Great work CCP!!!!! |
Argos Du'Gannon
Kairos Co-Operative
11
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Posted - 2013.09.04 01:07:00 -
[3] - Quote
Agreed!!! loving this new out very much and I can't wait to see more like it. Keep up the good work guys, it good to see that this game is getting more flesh to it bones. |
IgniteableAura
Pro Hic Immortalis
124
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Posted - 2013.09.04 03:58:00 -
[4] - Quote
Very well designed socket. I haven't run into many issues. Although a friendly squad mate heavy was lost for a while haha.
I told him to follow the exit signs. Again very well thought out design. Really enjoy that scouts have access to shortcuts. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1497
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Posted - 2013.09.04 06:31:00 -
[5] - Quote
From the variety, means of traversal, lighting, and general flow this outpost makes the other outposts look incredibly boring. Especially love the use of ramps and staircases. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1573
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Posted - 2013.09.04 09:42:00 -
[6] - Quote
Aero Yassavi wrote:From the variety, means of traversal, lighting, and general flow this outpost makes the other outposts look incredibly boring. Especially love the use of ramps and staircases. I think this is Gr8 don't your Aero.... don't you Aero...... |
Sgt Kirk
SyNergy Gaming EoN.
1433
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Posted - 2013.09.04 11:06:00 -
[7] - Quote
The only problem I have with this map and all the other Gallente Sockets that came with 1.4 is that it makes the other maps relative to sitting in line at a bank.
Great work with these new sockets CCP, damn good job. |
Soraya Xel
New Eden's Most Wanted Top Men.
513
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Posted - 2013.09.04 16:38:00 -
[8] - Quote
IgniteableAura wrote:I told him to follow the exit signs. Again very well thought out design. Really enjoy that scouts have access to shortcuts.
I was particularly amazed how well the signs actually were useful to me as I was exploring the map. While many maps refer to things like Charlie gate and such (the gate by C, of course), I wouldn't be surprised if people start using the gate numbers actually on this outpost. |
Django Quik
Dust2Dust. Top Men.
1382
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Posted - 2013.09.04 20:11:00 -
[9] - Quote
I can't figure out where it is on this map because I only played one game on the research complex yesterday but there is an area on the outside near one of the null cannons with loads of low railings - please remove at least some of these railings until such a time as when we have vaulting or jumping is easier. |
Reav Hannari
Red Rock Outriders
1132
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Posted - 2013.09.05 00:40:00 -
[10] - Quote
The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there. |
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CCP LogicLoop
C C P C C P Alliance
705
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Posted - 2013.09.05 01:46:00 -
[11] - Quote
Reav Hannari wrote:The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there.
This is a known issue. No ETA on fix. |
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Reav Hannari
Red Rock Outriders
1133
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Posted - 2013.09.05 02:49:00 -
[12] - Quote
CCP LogicLoop wrote:Reav Hannari wrote:The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there. This is a known issue. No ETA on fix.
Cool. Thanks. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
628
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Posted - 2013.09.05 04:27:00 -
[13] - Quote
I read the dev blog on the new SI and saw these were engineered to provide more cover from above. Well, I haven't stepped foot in this outpost yet but I've attempted to rain fire from above via Python. I'd *****, but I know this is exactly what you guys are going for. In that case, bravo! There are many tight walled areas that are hard to fire into, lots of overhangs for cover, and plenty of roofs for pesky AV guys to hang out on. From the top it definitely looks beautiful, can't wait to get in there on one of my alts. |
Cross Atu
Conspiratus Immortalis
1679
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Posted - 2013.09.06 16:56:00 -
[14] - Quote
Love the new asset, it feels more cohesive thematically (i.e. like it's an actual place not a quick pre-fab camp) and it offers many more areas where each specific role can shine as well as synergize with the rest of the team.
I really hope this is indicative of where CCP plans to take map asset development in the future, so far everyone I've spoken too in squads is very happy with the new assets and their effect on game play.
Cheers, Cross |
Elessar Gaudet
Escapist Magazine
1
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Posted - 2013.09.11 17:46:00 -
[15] - Quote
There is a vent/window at ground level on K7, if you approach it from the outside, it "grabs" you and you become stuck. |
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CCP LogicLoop
C C P C C P Alliance
880
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Posted - 2013.09.12 07:29:00 -
[16] - Quote
Elessar Gaudet wrote:There is a vent/window at ground level on K7, if you approach it from the outside, it "grabs" you and you become stuck.
Interesting. Ill have a look. Thanks for the notice. |
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dustwaffle
Ill Omens
483
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Posted - 2013.09.12 11:58:00 -
[17] - Quote
Can't remember where exactly on the grid, but running and strafing along guard rails seems to make my screen rubberband around. If I step slightly further away from the rails, this effect disappears. |
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CCP LogicLoop
C C P C C P Alliance
883
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Posted - 2013.09.13 01:35:00 -
[18] - Quote
dustwaffle wrote:Can't remember where exactly on the grid, but running and strafing along guard rails seems to make my screen rubberband around. If I step slightly further away from the rails, this effect disappears.
That particular issue is a known defect. Being looked into. |
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Gilbatron
Circle of Huskarl Minmatar Republic
122
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Posted - 2013.09.13 02:26:00 -
[19] - Quote
the fact that this is a three dimensional map presents a LOT of interesting Drop Uplink locations, easy to get into battle but hard-ish to reach the spawnpoint from an enemy perspective without myself having to use a dropship to place it :) |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
441
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Posted - 2013.09.13 09:15:00 -
[20] - Quote
E15 or A11
Where the wall bends, there's an invisible wall on the outside of the outpost,
If you can't find it ill take a short video |
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Vin Vicious
Capital Acquisitions LLC Public Disorder.
513
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Posted - 2013.09.13 09:20:00 -
[21] - Quote
H1 K1 H15 E15 N7 N11(N7 and N11 are EXACT Locations)
The railing that is on the second floor OUTSIDE
You can actually walk through these. This is present on ALL maps with these types of buildings |
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CCP LogicLoop
C C P C C P Alliance
971
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Posted - 2013.09.22 00:38:00 -
[22] - Quote
Vin Vicious wrote:H1 K1 H15 E15 N7 N11(N7 and N11 are EXACT Locations)
The railing that is on the second floor OUTSIDE
You can actually walk through these. This is present on ALL maps with these types of buildings
Known issue. Resolved internally. |
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IgniteableAura
Pro Hic Immortalis
172
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Posted - 2013.09.24 01:37:00 -
[23] - Quote
Logic Loop,
I keep getting hung up in the Northern most stairwell near G7. Its almost always when going up, on the last set of stairs before the "turn".
http://imgur.com/8HW2rbq
In the picture its the very lip of this staircase set. So you go around the corner and you are at the top. I consistently get "caught" on the lip of where the stairs meet landing. |
Oxskull Duncarino
Shadow Company HQ
225
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Posted - 2013.09.24 15:20:00 -
[24] - Quote
Yo. Excellent map and there is only one issue I have with it. It's been there since the map made its apperance, I've just been a bit lazy on reporting it. Hopefully it is already known and getting dealt with.
Location: The entrance at F-15 G-15
Issue: When driving an LAV in this entrance, the LAV is flipped over. It only happens when driving in the entrance and I can't get it to happen when driving out from the complex. Even when driving slowly, once you get drive over the spot it's like a spring loaded ram slams into the underneath of the LAV, flipping it.
Using a Baloch LAV
I can grab a short video if it helps. |
Rasatsu
Much Crying Old Experts
872
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Posted - 2013.10.09 16:42:00 -
[25] - Quote
Oxskull Duncarino wrote:Yo. Excellent map and there is only one issue I have with it. It's been there since the map made its apperance, I've just been a bit lazy on reporting it. Hopefully it is already known and getting dealt with.
Location: The entrance at F-15 G-15
Issue: When driving an LAV in this entrance, the LAV is flipped over. It only happens when driving in the entrance and I can't get it to happen when driving out from the complex. Even when driving slowly, once you get drive over the spot it's like a spring loaded ram slams into the underneath of the LAV, flipping it.
Using a Baloch LAV
I can grab a short video if it helps.
Confirming this is a fun place to drive over at speeds. |
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CCP LogicLoop
C C P C C P Alliance
1101
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Posted - 2013.10.10 00:31:00 -
[26] - Quote
I have noted the last two reported issues and will look into them as soon as I can. Thanks for the information. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2820
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Posted - 2013.10.15 15:21:00 -
[27] - Quote
On Skirmish the objective at E5 is ridiculously challenging to capture because the spawn location for that objective is literally directly on it, they should probably spawn a little further out. |
Eris Ernaga
State Patriots
704
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Posted - 2013.11.15 03:14:00 -
[28] - Quote
Constant glitch where grenades aren't applying damage to enemys despite being very close to them sometimes in the range of 1 meter.
State Patriots a loyal Caldari based corporation is accepting all Caldari and Amarr to help fight on the front.
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Eris Ernaga
State Patriots
704
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Posted - 2013.11.15 03:16:00 -
[29] - Quote
In between the empty space of railings on stairs you can shot through these but objects like grenades can not be thrown through them.
State Patriots a loyal Caldari based corporation is accepting all Caldari and Amarr to help fight on the front.
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Eris Ernaga
State Patriots
704
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Posted - 2013.11.15 03:17:00 -
[30] - Quote
At the rail guards like the ones at m8 - m9 you can simply walk through these things.
State Patriots a loyal Caldari based corporation is accepting all Caldari and Amarr to help fight on the front.
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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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