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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
IgniteableAura
Pro Hic Immortalis
131
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Posted - 2013.09.05 16:24:00 -
[1] - Quote
1. I think the new research facility has the right amount of complexity. I really enjoy maps that allow you to flank or take different routes to the various objectives. Its wonderful when you find a "secret" route that is not often traveled. It give you a sense of exploration. Whats also nifty is that you guys added directional signs so people who are lost can find their way, also allows us the ability to use callouts for specific sections of the map. Also there are some staircases on D6 and F4 that have the top staircase leading to a dead end. I think you should instead have a catwalk that joins the two staircases. I was excited to get to the top, only to be like.....oh thats it? A dead end.
2. I didn't feel the small sockets were as complex or not enough for my taste. You also need to make sure the railings are not so difficult to vault over. OR if this is intended, leave some space where there are no railings so heavys can get down more conveniently.
3. I havent had the opportunity to play this map yet.
4. I think this map was a little too spread out. I feel we need an avenue to get from the different objectives faster without having to call in a LAV. I am hoping the new speedster vehicles will alleviate this problem. Also there is a problem with a turret on the west side of Alpha objective where it is underground. The ambush for this map was a little slow, difficult to find people. Either needs more people or the space needs to be smaller. I overall like the idea of this map. I think it could use some underground tunnels that allow infantry to stay safe from snipers/vehicles. Would up the "complexity" of the map.
5. Impact Ridge is my favorite of the new maps so far. It has plenty of options for all types of roles. Vehicles can defend outside objectives but fear the interior. Interior research outpost is awesome as stated earlier. The only thing I worry about is the uplink spam that could happen on the top of buildings with dropships. There is no means to get on top of the buildings besides via dropship. Could be intended, but I do worry about the spamming of uplinks on such a key facility. ITs quite easy to defend both B and A if you get uplinks on the top of the buildings. Again the railings issue happens on the Charlie objective and its quite difficult to navigate. Strategic placement of railings should allow people access in different ways. But no a SOLE means of access.
6. Overall I am impressed by the new map layouts and sockets sets. I really like the verticality and the different options and means of access. I really enjoy that I can bypass a route by using a scout to jump into an air vent. ITs just freaking brilliant. These sorts of options need to become frequent, but not always obvious.
Thanks again for all your hard work |
IgniteableAura
Pro Hic Immortalis
135
|
Posted - 2013.09.06 05:23:00 -
[2] - Quote
Just thought I would update my thoughts on the new research outpost. I feel it could use more routes to get out of objective bravo. Currently there are 4 or 5 ways to get into bravo and only one exit. |
IgniteableAura
Pro Hic Immortalis
135
|
Posted - 2013.09.06 17:23:00 -
[3] - Quote
Torneido Achura wrote:CCP LogicLoop wrote:IgniteableAura wrote:Just thought I would update my thoughts on the new research outpost. I feel it could use more routes to get out of objective bravo. Currently there are 4 or 5 ways to get into bravo and only one exit. The power core objective? If that is the one you mean, there are actually 3 ways out. Though two of them lead to the underground tunnels. Yeah, thatGÇÖs where the dead end lies.. everytime time I see someone go there and return I lol so hard The mini signals are there too, some buff to their sizes/colors would be nice
Hrm....Guess I will need to do some more exploring. Usually Im chasing, being chased, finding a flank route. So usually in a hurry. Ill see if I can find them. |
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