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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Mintchip
C C P C C P Alliance
1378
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Posted - 2013.09.04 16:59:00 -
[1] - Quote
This thread is for specific feedback on any Impact Ridge map in the Skirmish game mode. 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.
Thanks Immortals! CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Forlorn Destrier
Bullet Cluster
1562
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Posted - 2013.09.04 17:17:00 -
[2] - Quote
The turret in cooridnates E4 is underneath the socket. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2657
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Posted - 2013.09.04 18:03:00 -
[3] - Quote
Love how this map looks like a giant crater - flows really nicely for it's shape too. |
crazy space 1
Unkn0wn Killers
1630
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Posted - 2013.09.04 19:52:00 -
[4] - Quote
I love this map
but I've got an issue...
We can already use control points to respawn... so why have clone depots right next to them? There is like... 12 respawn points... making spawn pads ... useless...
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crazy space
GunFall Mobilization Covert Intervention
2003
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Posted - 2013.09.04 19:52:00 -
[5] - Quote
I love this map
but I've got an issue...
We can already use control points to respawn... so why have clone depots right next to them? There is like... 12 respawn points... making spawn pads ... useless...
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crazy space 2100046106
GunFall Mobilization Covert Intervention
2003
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Posted - 2013.09.04 19:52:00 -
[6] - Quote
I love this map
but I've got an issue...
We can already use control points to respawn... so why have clone depots right next to them? There is like... 12 respawn points... making spawn pads ... useless...
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Forlorn Destrier
Bullet Cluster
1591
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Posted - 2013.09.04 20:02:00 -
[7] - Quote
crazy space 1 wrote:I love this map
but I've got an issue...
We can already use control points to respawn... so why have clone depots right next to them? There is like... 12 respawn points... making spawn pads ... useless...
They've done this a lot, and it needs to remain. It lets you "sneak" hack since the nofitifcations don't tell you which objective you are near. This way, if someone sqawns at the obj because they see you hacking it and kills you, you can just sqawn back at the CRU. Use it to your advantage, like other maps. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1533
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Posted - 2013.09.05 07:31:00 -
[8] - Quote
Haven't played this map in Skirmish yet, but looking at the map my immediate question is: Why is there a CRU next to D AND at the medium socket behind it, while over at C there is only one at the medium socket behind it? Make it balanced, and in my opinion you should remove the CRU directly at D since the medium socket is close enough to use for the tactic Forlorn mentioned. |
Forlorn Destrier
Bullet Cluster
1633
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Posted - 2013.09.05 22:15:00 -
[9] - Quote
Aero Yassavi wrote:Haven't played this map in Skirmish yet, but looking at the map my immediate question is: Why is there a CRU next to D AND at the medium socket behind it, while over at C there is only one at the medium socket behind it? Make it balanced, and in my opinion you should remove the CRU directly at D since the medium socket is close enough to use for the tactic Forlorn mentioned.
This is a HUGE map. Trust me - having the extra spawns at the additional sockets helps a LOT. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1553
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Posted - 2013.09.05 23:39:00 -
[10] - Quote
Forlorn Destrier wrote:Aero Yassavi wrote:Haven't played this map in Skirmish yet, but looking at the map my immediate question is: Why is there a CRU next to D AND at the medium socket behind it, while over at C there is only one at the medium socket behind it? Make it balanced, and in my opinion you should remove the CRU directly at D since the medium socket is close enough to use for the tactic Forlorn mentioned. This is a HUGE map. Trust me - having the extra spawns at the additional sockets helps a LOT. But it is unbalanced, that CRU I mentioned is not on the other side. |
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CCP LogicLoop
C C P C C P Alliance
782
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Posted - 2013.09.06 06:34:00 -
[11] - Quote
Aeon Amadi wrote:Love how this map looks like a giant crater - flows really nicely for it's shape too.
It IS a crater. The terrain is called Craters. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1576
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Posted - 2013.09.06 08:12:00 -
[12] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:Love how this map looks like a giant crater - flows really nicely for it's shape too. It IS a crater. The terrain is called Craters. There's even craters inside the craters. |
Robert JD Niewiadomski
NULLIMPEX INC
489
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Posted - 2013.09.06 10:22:00 -
[13] - Quote
Is there any coincidence the research facility sits exactly in the center of the crater? What do they dig there out? Some Terran artifacts? What secrets are hidden underground? Will we ever be allowed to go deep under it to know for ourselves? |
Halador Osiris
Dead Six Initiative Lokun Listamenn
630
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Posted - 2013.09.06 13:47:00 -
[14] - Quote
My only confusion is why the map with Ridge in the name is at the bottom of the crater. I'd expect one of the maps up on the rim to be named that.. Also, I don't think I've actually seen this map in the rotation yet, although I've seen a whole lot of the other two. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5894
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Posted - 2013.09.11 05:15:00 -
[15] - Quote
Is it suppose to only have one possible outpost? I never see this map with a communications outpost, orbital, or biomass. Likewise I have never seen the research lab on skim junction and other maps. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
621
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Posted - 2013.09.11 07:21:00 -
[16] - Quote
The spawn point on objective B is too close at the terminal, i would like it near the stairs. |
Omareth Nasadra
QcGOLD
79
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Posted - 2013.09.17 06:09:00 -
[17] - Quote
you can go through a wall and fall indefinatly, had to suicide , i think it's in the F7 area, about 20m on the left side of the entrance |
Rogue Saint
Science For Death The Shadow Eclipse
242
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Posted - 2013.09.23 14:23:00 -
[18] - Quote
Me and my corp love this map, but we get serious amount of lag in the large socket. We have had a few mails from the opposing side saying they could see us lag. The outside points seem fine, but the lag grows as you get into the large socket.
Anyone else have the same? |
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CCP LogicLoop
C C P C C P Alliance
993
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Posted - 2013.09.24 00:07:00 -
[19] - Quote
Rogue Saint wrote:Me and my corp love this map, but we get serious amount of lag in the large socket. We have had a few mails from the opposing side saying they could see us lag. The outside points seem fine, but the lag grows as you get into the large socket.
Anyone else have the same?
I have been seeing posts about the lag. Not sure what it is. Do you happen to be in dropships when it happens? Do you know if the lag occurred before or after the first hotfix we put out after initial 1.4 release? |
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Funkmaster Whale
0uter.Heaven
680
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Posted - 2013.09.24 04:06:00 -
[20] - Quote
CCP LogicLoop wrote:Rogue Saint wrote:Me and my corp love this map, but we get serious amount of lag in the large socket. We have had a few mails from the opposing side saying they could see us lag. The outside points seem fine, but the lag grows as you get into the large socket.
Anyone else have the same? I have been seeing posts about the lag. Not sure what it is. Do you happen to be in dropships when it happens? Do you know if the lag occurred before or after the first hotfix we put out after initial 1.4 release? I'm on board with this. The lag in this socket is very apparent and has existed since 1.4 debut despite everything I've tried. Equipment spam seems to only make it worse but it's definitely not the primary factor.
Is there any sort of diagnostic we could do with our PS3's to aid you? Any sort of log file the game creates? I only ask because as an avid PC gamer this is pretty standard, but I'm not familiar with consoles at all. Regardless, I think something weird is going in how the game is handling its graphic memory. Considering PS3 has something like 256 MB of system RAM I wouldn't be surprised if memory usage is being exceeded for some reason.
Sony fixed the problem with the low memory this time around, though |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4833
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Posted - 2013.11.10 23:07:00 -
[21] - Quote
I'd just like to say that the area around objective B (G6) is one of my favourite places on any map I've ever played in a video game.
The numerous ways into the objective, the covered roof, the different floors, the central hackpoint, I'm not sure what it is exactly but I absolutely love it (especially the multiple tiers and indoors feel).
However, I'd like to complain that there is a spawn point directly behind the hack point. I don't feel this is a good idea - people keep spawning there directly in the middle of major firefights as most of the fights I see over the area shoot through that section, and when the objective is about to be taken it is possible for someone to spawn directly behind the hacker(s) and kill them before they can react. There's very little that can be done about that as there's a short spawn immunity and invisibility preventing this from being stopped.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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KA24DERT
TeamPlayers Negative-Feedback
269
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Posted - 2013.12.06 06:31:00 -
[22] - Quote
The road around near G6 is immune to Mass Drivers.
Rounds just fly right through it, no splash. |
THUNDERGROOVE
ZionTCD Public Disorder.
402
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Posted - 2013.12.07 05:03:00 -
[23] - Quote
Aparently if you drive a tank over the orange pipes located around H6 from the main complex entrance you'll instantly explode that's awesome..
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Scheneighnay McBob
Bojo's School of the Trades
3281
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Posted - 2013.12.16 03:04:00 -
[24] - Quote
As a true scout (I try to avoid combat unless I'm done hacking and placing uplinks), I love this map.
I can support my team by constantly sneaking in and taking out of the way supply depots and CRUs, or by placing uplinks in the ridges or structures nobody ever checks.
We used to have a time machine
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
28
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Posted - 2013.12.20 11:57:00 -
[25] - Quote
I think I found a glitch on this map. I was in my car at charlie and I went into my map to frag a teammate that wasn't near by. Anyway when I came out of the map the car had gone under the null cannon. My teammates and I were able to jump in and out of the car while it was under charlie and took no damage while there. We pretty much popped in and out of the car the whole game to keep charlie. I don't really know if I can replicate this glitch. If I get the map again I will see if this is just something that happens at charlie. |
Disturbingly Bored
The Strontium Asylum
1380
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Posted - 2014.01.06 22:58:00 -
[26] - Quote
Reporting that I glitched into the stairs at location I-9, right by point Charlie.
I was directly opposite the hack point, and went to chase a target up the stairs. As I ran by the wall, I became stuck. I was using a 'Templar' Amarr Sentinal frame and wielding a Republic Boundless Heavy Machine Gun, if that makes a difference for testing.
At the time of getting stuck, I was strafing and aiming up between the stair railings toward the opening at the top of the steps.
(As for how the story ended: my prey noticed I was stuck and shot me in the forehead with his rail rifle, then hacked the point. Sad face.)
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