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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2091
|
Posted - 2013.10.26 22:42:00 -
[1] - Quote
I belive part of the imbalance that has Dust 514 in its current situation is because of faulty MAP DESIGN.
What do i even mean with this? well while playing BF3 yesterday i realized even if i was with randoms we could hold an objective because here were different strategic points, with defendable chokepoints. Lest see some images from Operation Metro Map in BF3: CHOKEPOINT CHOKEPOINT
CHOKEPOINT
Multiple location Chokepoint
Now this kind of maps have defendable areas that can be effectivley protected (Like double entrance buildings with multiple windows to effectivley defend an area without having to BE in that area).So your team can defend the said objective from a height advantage without having to be all cluttered near said objective , BUT the enemy does have a chance to take it while using cover fire OR taking the defensive position.
As it is in DUST most infantry battles go like this= Im out in the open
SH*T im out in the open again!
what is this COVER you speak of?
LOL whats a Choke point?
So not only Blueberries are thrown out into the wolves but they are thrown out to VERY open maps, with little to no cover. Say: GÇó Line Harvest: There REALLY is not way to cover an objective effectivley.There are no choke points, the enemy can come in from ANY side in D and C and all it takes is for the enemy to assemble and outnumber the defensive units and voila, 100% sucess 100% of the time. B can be Snipe-Covered pretty effectivley but all it takes is 2-3 guys taking it at the same time and voila, you lost B. Also ,can come from any direction.And same with A.
There is no STRATEGIC positioning! sure you can place yourself in that TABLE structure in the middle of the map, only to get sniped. Or on top of D and C, but you CANT effectivley cover the objectives from up there,an again you might be sniped. You can go snipe Camp on top of the 4 towers,yeah but you arent really doing anything but stat padding...and so on.
So its no wonder in a map like this blue dots USUALLY get redlined.AFTER the enemy reinforced say, C & D, the blue dots DO NOT have an entry way back into the map,without having to face the wrath of Thales snipers, Roof Forgegunners, LR users in the hills , tanks protected by the roofs of C & etc... You got a sucesful sneak? Yeah,....no...You have been scanned. Have fun with 8 dudes following you around.with Proto gear
This maps provide NO safe route BACK into the map. They dont provide MULTIPLE routes back into the fight. Usually only 1-2 that after a sucesful redline become heavily defended.They provide no effective way to turn the tables around, and EVEN if a whole team is at one of the objectives, there is no way to effectivley hold it since the enemy will keep coming, from ALL directions...
CCP needs to adress these issues with the maps, not only matchmaking is broken to hell BUT on top of that the maps are (where infantry is meant to fight) extremly open. You are prone to Dropship attacks, orbital strikes are 100% effective on ALMOST every area of a map; Usually being able to cover with OBs up to 3+ objectives,Enemy entry points are at a massive 3+ per objective, with the lack of defendable choke points being common,etc...
LEtts think of that ONE map with 3 objectives, ANOTHER redline favourite. WHY is it common for this map to end in redline? Well= GÖª All objectives are acessible from ALL sides. GÖª 99% of the time you will be in a snipers sight GÖª AV is very effective in this map making use of Vehicles for transport or for a counter offensive completley ridiculous idea. GÖª Once the enemy is redlined they have literally 3 options: 1- take the longest route to the most far away obj, pray you dont get sniped in the way or scanned. 2- Go straight through. LOL 3- Use the mountain area behind C. So you either suicide straight up. Go to C, where there will b at least 3-4 dudes protecting it, and if now while you are taking it they will run from B to C in 10 seconds, Or go take the long route and get sniped to death.
Not to mention maps are usually broken in favor of Vehicles (line Harvest ) or AV infantry (the 3 obj one, manus peak? )
Just saying this maps are NOT newberrie friendly and increase the gap between squadded up teams and lone wolves.... and need a fix IMO |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
428
|
Posted - 2013.10.26 22:43:00 -
[2] - Quote
Heh. |
Django Quik
Dust2Dust. Top Men.
1645
|
Posted - 2013.10.26 22:46:00 -
[3] - Quote
The problems you speak of mostly refer to the older maps - the research facility is much better for this stuff and I look forward to seeing more like it with the production facility coming in the next few months. The older maps are definitely lacking but it's getting better for sure. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2091
|
Posted - 2013.10.26 22:50:00 -
[4] - Quote
Django Quik wrote:The problems you speak of mostly refer to the older maps - the research facility is much better for this stuff and I look forward to seeing more like it with the production facility coming in the next few months. The older maps are definitely lacking but it's getting better for sure.
Even if i agree with you ,that Research Facility has that ''A'' objective that can be effectivley defended, BUT B {talking about the 4 obj version} is very open and has around 5 entry points making it almost impossible to defend with less than 6 team members. And if you are being proto/squad stomped or if you are a newberry you WILL loose A ,and will never get it back. And every time you get B, it will be shortly taken back. I think Both B and A need to be : 1- Further away 2- Basically equally defendable.
Plus you talk as if OLDERMAPS are not being played still XD |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4275
|
Posted - 2013.10.26 22:56:00 -
[5] - Quote
KING CHECKMATE wrote:Django Quik wrote:The problems you speak of mostly refer to the older maps - the research facility is much better for this stuff and I look forward to seeing more like it with the production facility coming in the next few months. The older maps are definitely lacking but it's getting better for sure. Even if i agree with you ,that Research Facility has that ''A'' objective that can be effectivley defended, BUT B {talking about the 4 obj version} is very open and has around 5 entry points making it almost impossible to defend with less than 6 team members. And if you are being proto/squad stomped or if you are a newberry you WILL loose A ,and will never get it back. And every time you get B, it will be shortly taken back. I think Both B and A need to be : 1- Further away 2- Basically equally defendable. Plus you talk as if OLDERMAPS are not being played still XD
The older maps are getting phased out.
Also, the letter whichever objective you're referring to changes. Is B the one on the second floor, with the two stairways up and a couple of walkways across to it? It's not particularly easily defensible, but honestly it's my favourite part of the map to fight over. What I find is more of a problem is at A there are only a couple of routes in - if you're spawning there it's quite easy to be spawncamped, especially with grenades. |
Django Quik
Dust2Dust. Top Men.
1646
|
Posted - 2013.10.26 22:57:00 -
[6] - Quote
KING CHECKMATE wrote:Django Quik wrote:The problems you speak of mostly refer to the older maps - the research facility is much better for this stuff and I look forward to seeing more like it with the production facility coming in the next few months. The older maps are definitely lacking but it's getting better for sure. Plus you talk as if OLDERMAPS are not being played still XD[/b] Lol of course, of course. If they weren't we'd have nothing to play on. I'm just saying it's clearly something that is improving. Expect way more of what you ask for in the new sockets coming...
For example, those medium sockets with the bunker style building with 2 entrances and a curving wall around the CRU - those are pretty defensible. The large research socket with the objective underground is very very defensible. Yes, others are still pretty open but if everything was easily defended, attacking would become ridiculously hard and we'd have precisely the opposite situation to that which you currently complain about. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2091
|
Posted - 2013.10.26 23:00:00 -
[7] - Quote
Arkena Wyrnspire wrote:KING CHECKMATE wrote:Django Quik wrote:The problems you speak of mostly refer to the older maps - the research facility is much better for this stuff and I look forward to seeing more like it with the production facility coming in the next few months. The older maps are definitely lacking but it's getting better for sure. Even if i agree with you ,that Research Facility has that ''A'' objective that can be effectivley defended, BUT B {talking about the 4 obj version} is very open and has around 5 entry points making it almost impossible to defend with less than 6 team members. And if you are being proto/squad stomped or if you are a newberry you WILL loose A ,and will never get it back. And every time you get B, it will be shortly taken back. I think Both B and A need to be : 1- Further away 2- Basically equally defendable. Plus you talk as if OLDERMAPS are not being played still XD The older maps are getting phased out. Also, the letter whichever objective you're referring to changes. Is B the one on the second floor, with the two stairways up and a couple of walkways across to it? It's not particularly easily defensible, but honestly it's my favourite part of the map to fight over. What I find is more of a problem is at A there are only a couple of routes in - if you're spawning there it's quite easy to be spawncamped, especially with grenades.
B is horrible to defend with few people. They can come from below (Throwugh the stairs, 2 of them) From the opossite ''balcony area, with 2 more entrances one that leads to a CRU, or From A, a strate Pipe thing that goes into said Grenade throwing area.
I just hope old maps GT*O, because im getting tired of playing with blues and getting redlined XD? And more tiring, not being able to get back in the fight... |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2091
|
Posted - 2013.10.26 23:01:00 -
[8] - Quote
Django Quik wrote: Lol of course, of course. If they weren't we'd have nothing to play on. I'm just saying it's clearly something that is improving. Expect way more of what you ask for in the new sockets coming...
For example, those medium sockets with the bunker style building with 2 entrances and a curving wall around the CRU - those are pretty defensible. The large research socket with the objective underground is very very defensible. Yes, others are still pretty open but if everything was easily defended, attacking would become ridiculously hard and we'd have precisely the opposite situation to that which you currently complain about.
Objectives should be Easy to defend , hard to attack : giving a priority on taking them . As it is they are Hard to defend and easy to attack.
IMO this is . |
gbghg
L.O.T.I.S. Public Disorder.
3789
|
Posted - 2013.10.26 23:05:00 -
[9] - Quote
KING CHECKMATE wrote:I belive part of the imbalance that has Dust 514 in its current situation is because of faulty MAP DESIGN. What do i even mean with this? well while playing BF3 yesterday i realized even if i was with randoms we could hold an objective because here were different strategic points, with defendable chokepoints. Lest see some images from Operation Metro Map in BF3: CHOKEPOINTCHOKEPOINTCHOKEPOINTMultiple location ChokepointNow this kind of maps have defendable areas that can be effectivley protected (Like double entrance buildings with multiple windows to effectivley defend an area without having to BE in that area).So your team can defend the said objective from a height advantage without having to be all cluttered near said objective , BUT the enemy does have a chance to take it while using cover fire OR taking the defensive position. As it is in DUST most infantry battles go like this= Im out in the openSH*T im out in the open again!what is this COVER you speak of?LOL whats a Choke point?So not only Blueberries are thrown out into the wolves but they are thrown out to VERY open maps, with little to no cover. Say: GÇó Line Harvest: There REALLY is not way to cover an objective effectivley.There are no choke points, the enemy can come in from ANY side in D and C and all it takes is for the enemy to assemble and outnumber the defensive units and voila, 100% sucess 100% of the time. B can be Snipe-Covered pretty effectivley but all it takes is 2-3 guys taking it at the same time and voila, you lost B. Also ,can come from any direction.And same with A. There is no STRATEGIC positioning! sure you can place yourself in that TABLE structure in the middle of the map, only to get sniped. Or on top of D and C, but you CANT effectivley cover the objectives from up there,an again you might be sniped. You can go snipe Camp on top of the 4 towers,yeah but you arent really doing anything but stat padding...and so on. So its no wonder in a map like this blue dots USUALLY get redlined.AFTER the enemy reinforced say, C & D, the blue dots DO NOT have an entry way back into the map,without having to face the wrath of Thales snipers, Roof Forgegunners, LR users in the hills , tanks protected by the roofs of C & etc... You got a sucesful sneak? Yeah,....no...You have been scanned. Have fun with 8 dudes following you around.with Proto gearThis maps provide NO safe route BACK into the map. They dont provide MULTIPLE routes back into the fight. Usually only 1-2 that after a sucesful redline become heavily defended.They provide no effective way to turn the tables around, and EVEN if a whole team is at one of the objectives, there is no way to effectivley hold it since the enemy will keep coming, from ALL directions... CCP needs to adress these issues with the maps, not only matchmaking is broken to hell BUT on top of that the maps are (where infantry is meant to fight) extremly open. You are prone to Dropship attacks, orbital strikes are 100% effective on ALMOST every area of a map; Usually being able to cover with OBs up to 3+ objectives,Enemy entry points are at a massive 3+ per objective, with the lack of defendable choke points being common,etc... LEtts think of that ONE map with 3 objectives, ANOTHER redline favourite. WHY is it common for this map to end in redline? Well= GÖª All objectives are acessible from ALL sides. GÖª 99% of the time you will be in a snipers sight GÖª AV is very effective in this map making use of Vehicles for transport or for a counter offensive completley ridiculous idea. GÖª Once the enemy is redlined they have literally 3 options: 1- take the longest route to the most far away obj, pray you dont get sniped in the way or scanned. 2- Go straight through. LOL 3- Use the mountain area behind C. So you either suicide straight up. Go to C, where there will b at least 3-4 dudes protecting it, and if now while you are taking it they will run from B to C in 10 seconds, Or go take the long route and get sniped to death. Not to mention maps are usually broken in favor of Vehicles (line Harvest ) or AV infantry (the 3 obj one, manus peak? )Just saying this maps are NOT newberrie friendly... |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2092
|
Posted - 2013.10.26 23:09:00 -
[10] - Quote
gbghg wrote: Thats the very essence of an unfair comparison. metro is one of the greatest infantry maps that i've ever played on, a match between 2 competent teams turns into one very big, very fun firefight. i would have loved to play that thing on pc its a blast even with the limited numbers on console.
Well its not. MOST maps in BF have similar features. Most maps in dust except the few new ones coincide with my OP mentioned issues. XD |
|
Vyzion Eyri
The Southern Legion The Umbra Combine
1568
|
Posted - 2013.10.26 23:29:00 -
[11] - Quote
Points would be harder to defend if they were choke points/dead ends. There needs to be multiple entrances and access routes to a point, because every entrance for the attackers is an exit for the defenders. If there were no exits, how easy would it be for an attacking squad to assign two massholes with core locus' and prototype hives to constantly bombard the entrance, preventing a squad inside from getting out, effectively nullifying 6 enemies with 2 people?
Even if there are multiple ways to attack a point, usually understanding enemy movements will allow you to know where the main force will attack from. You only need to be wary of scouts who can flank around through another side and sneak up behind your team, but right now scouts are absolutely gimped. |
Cosgar
ParagonX
6627
|
Posted - 2013.10.26 23:48:00 -
[12] - Quote
There's infantry maps and then there's vehicle maps. Thanks to constant whining, vehicles have been all but neglected and those vehicle oriented maps are nothing but a joke. You made your own bed if you ever complained about HAV, dropships, and would rather use the front bumper of an LAV over its turret. |
Viktor Hadah Jr
Negative-Impact Cult of War
688
|
Posted - 2013.10.26 23:52:00 -
[13] - Quote
I would really have to disagree with this...
Dust has large maps and the thing is even with such large maps there are always different places to fight on and have good fire fights that can happen for 2-5minutes before and objective is taken. I do not want to be fighting at an objective for 10minutes. I can fight on the bridge take A run over and start rushing the C objective and it will take me and my team a while to take it. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2096
|
Posted - 2013.10.26 23:53:00 -
[14] - Quote
Cosgar wrote:There's infantry maps and then there's vehicle maps. Thanks to constant whining, vehicles have been all but neglected and those vehicle oriented maps are nothing but a joke. You made your own bed if you ever complained about HAV, dropships, and would rather use the front bumper of an LAV over its turret.
Cosgar im mostly taking into account infantry vs Infantry battles here. I do know the issues with AV vs Vehicles but thats another map issue entirely. Im thinking more of the newberry with no vehicles that gets into a map with NO cover,no way of avoiding proto stompers with A.Scanners and no way of sucesfully defending an objective,resulting in redline sniping and loosing the battle. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2096
|
Posted - 2013.10.26 23:54:00 -
[15] - Quote
Viktor Hadah Jr wrote:I would really have to disagree with this...
Dust has large maps and the thing is even with such large maps there are always different places to fight on and have good fire fights that can happen for 2-5minutes before and objective is taken. I do not want to be fighting at an objective for 10minutes. I can fight on the bridge take A run over and start rushing the C objective and it will take me and my team a while to take it.
2-5 minutes? Firefights in Dust514 are over in 10 seconds or less >..> |
Drapedup Drippedout
G.U.T.Z
60
|
Posted - 2013.10.26 23:55:00 -
[16] - Quote
Cosgar touched on it. The maps in uprising were an attempt to balance vehicles with infantry among other things. Or to at least help provide infantry a place to fight while not getting wailed on by HAVs. I think the maps are fairly balanced in this regard, outside of some redline issues with sniping. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2096
|
Posted - 2013.10.26 23:58:00 -
[17] - Quote
Drapedup Drippedout wrote:Cosgar touched on it. The maps in uprising were an attempt to balance vehicles with infantry among other things. Or to at least help provide infantry a place to fight while not getting wailed on by HAVs. I think the maps are fairly balanced in this regard, outside of some redline issues with sniping.
Well most new maps ARE in fact pretty well thought of with decent Vehicle infantry balance. But the old ones are still broken as hell and need either a fix or be removed while adding more new ones... |
Michael Arck
Anubis Prime Syndicate
1694
|
Posted - 2013.10.27 00:01:00 -
[18] - Quote
Interesting read.
Let me first start off by saying I despise choke points. You hate grenade spam? Avoid the chokepoint. It's nothing more than a bowling alley. And i will nade you to hell if I can. I often try to flank choke points because mercs are so engaged in battle that they don't even pay attention to their surroundings. I don't ever like choke points. It's easy kills for the opposing reds or for the well tuned killer.
Second, about cover. The pictures shows significant locations for cover. The table top map-no one should be on that road unless you're scurrying between the two buildings by Charlie and Delta. But as far as underneath the table top? I'm sticking to the foundations, installation for a short brief period, the trailer and using the ladder as a smoke screen. Same thing as by alpha. Alpha has short columns enclosed around it-use it. You knew there are more than five ways to get to you in that location. The perfect squad would use sub teams within the squad. Roll with 6 while three and three handles engagements as the time comes.
Also with the table top, its key to get the L shape. Meaning, if you're spawning south, you want B, C, D. The focal point is always alpha. It's a problem to defend because of the many holes, flanking positions, higher grounds and CRU. Once you capture D, you need to watch the redline for upcoming mercs with your 3 man sub team while the other team watches out for Alpha. Reaction time is great for Baker. Alpha is a nuisance.
And did I say I hate chokepoints? Go around the chokepoints. Flank positions. I'm always looking for ways to flank the enemy. I hate playing cowboys and indians, it doesn't make sense when the glory of coming around their flanks and kill one at a time while the whole team doesn't have a clue cannot be replicated by any other tactic. Use the Shaka Zulu infamous bullhorn tactic.
I love the tactical... |
SoTa PoP
MoIden Heath PoIice Department EoN.
4285
|
Posted - 2013.10.27 00:02:00 -
[19] - Quote
If you can fire an MD or FG at someone hacking an objective from rooftop...
You may have a bad map. |
gbghg
L.O.T.I.S. Public Disorder.
3791
|
Posted - 2013.10.27 00:06:00 -
[20] - Quote
KING CHECKMATE wrote:gbghg wrote: Thats the very essence of an unfair comparison. metro is one of the greatest infantry maps that i've ever played on, a match between 2 competent teams turns into one very big, very fun firefight. i would have loved to play that thing on pc its a blast even with the limited numbers on console.
Well its not. MOST maps in BF have similar features. Most maps in dust except the few new ones coincide with my OP mentioned issues. XD and you'll notice that most of those maps are infantry centrc, with vehicles having either little or no effect on the match. vehicle centric maps such as operation firestorm or caspian border involve lots of wide open spaces with mixed to light cover, rather reminiscent of certain dust maps. dust maps could have been executed better agreed but overall old style dust maps have similarities with battlefield vehicle centric ones. |
|
Sinboto Simmons
SVER True Blood Public Disorder.
1628
|
Posted - 2013.10.27 00:08:00 -
[21] - Quote
I've always been confused about those random railgun installations that can shoot into objectives...... |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2097
|
Posted - 2013.10.27 00:08:00 -
[22] - Quote
Michael Arck wrote:Interesting read.
Let me first start off by saying I despise choke points. You hate grenade spam? Avoid the chokepoint. It's nothing more than a bowling alley. And i will nade you to hell if I can. I often try to flank choke points because mercs are so engaged in battle that they don't even pay attention to their surroundings. I don't ever like choke points. It's easy kills for the opposing reds or for the well tuned killer.
Second, about cover. The pictures shows significant locations for cover. The table top map-no one should be on that road unless you're scurrying between the two buildings by Charlie and Delta. But as far as underneath the table top? I'm sticking to the foundations, installation for a short brief period, the trailer and using the ladder as a smoke screen. Same thing as by alpha. Alpha has short columns enclosed around it-use it. You knew there are more than five ways to get to you in that location. The perfect squad would use sub teams within the squad. Roll with 6 while three and three handles engagements as the time comes.
Also with the table top, its key to get the L shape. Meaning, if you're spawning south, you want B, C, D. The focal point is always alpha. It's a problem to defend because of the many holes, flanking positions, higher grounds and CRU. Once you capture D, you need to watch the redline for upcoming mercs with your 3 man sub team while the other team watches out for Alpha. Reaction time is great for Baker. Alpha is a nuisance.
And did I say I hate chokepoints? Go around the chokepoints. Flank positions. I'm always looking for ways to flank the enemy. I hate playing cowboys and indians, it doesn't make sense when the glory of coming around their flanks and kill one at a time while the whole team doesn't have a clue cannot be replicated by any other tactic. Use the Shaka Zulu infamous bullhorn tactic.
I love the tactical...
Ok valid points you've got there. Chokepoints is not a matter of likes or no likes TBQH, its a matter of strategic gameplay. All FPS have them. Again an objective SHOULD be easy to defend , hard to attack. as it is is the other way around.
All you are talking is in the presumption you are playing with a team, disregarding my focus on lonewolfers and specially NEWBERRIES. YOu might have 6 men squads for 3 and 3 to cover A. But what about newberries....? Oh yeah i forgot the opinion on them by lots of forum people, F*** them right?
A 6 man Proto squad and CAN defend A so it must be ok.... >..>
And Sotapop has another good point too.. +1 |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2097
|
Posted - 2013.10.27 00:09:00 -
[23] - Quote
gbghg wrote:KING CHECKMATE wrote:gbghg wrote: Thats the very essence of an unfair comparison. metro is one of the greatest infantry maps that i've ever played on, a match between 2 competent teams turns into one very big, very fun firefight. i would have loved to play that thing on pc its a blast even with the limited numbers on console.
Well its not. MOST maps in BF have similar features. Most maps in dust except the few new ones coincide with my OP mentioned issues. XD and you'll notice that most of those maps are infantry centrc, with vehicles having either little or no effect on the match. vehicle centric maps such as operation firestorm or caspian border involve lots of wide open spaces with mixed to light cover, rather reminiscent of certain dust maps. dust maps could have been executed better agreed but overall old style dust maps have similarities with battlefield vehicle centric ones.
Ok as i said to Cosgar.Im talking about infantry vs Infantry HERE. please do not derail from the main issue at hand. Want to talk about Vahicles vs infantry map advantages ok, but on a different thread. They are both delicate but DIFFERENT issues. TY
YEah but in BF you could CHOOSE game mode and MAP. If you wanted you could play team deathmatch all day between O.Metro/Siene crossing/ and the CQ maps... like i did.. |
Cosgar
ParagonX
6628
|
Posted - 2013.10.27 00:16:00 -
[24] - Quote
KING CHECKMATE wrote:Cosgar wrote:There's infantry maps and then there's vehicle maps. Thanks to constant whining, vehicles have been all but neglected and those vehicle oriented maps are nothing but a joke. You made your own bed if you ever complained about HAV, dropships, and would rather use the front bumper of an LAV over its turret. Cosgar im mostly taking into account infantry vs Infantry battles here. I do know the issues with AV vs Vehicles but thats another map issue entirely. Im thinking more of the newberry with no vehicles that gets into a map with NO cover,no way of avoiding proto stompers with A.Scanners and no way of sucesfully defending an objective,resulting in redline sniping and loosing the battle. Not trying to bring in any AV/Vehicle drama. My point is that just about every map works better at different things. Those wide open maps were primarily designed for vehicles. Tanks, Dropships ferrying troops, and LAV convoys running light suppression. But designed purpose and practical use has gone askew since the primary focus went to infantry combat.
Think about it: When's the last time you've ever seen someone use an LAV other than getting from point A to point B. Hell, how many players are actually skilled into LAVs outside of LLAVs back when murder taxis were a thing? Not trying to redirect the focus of your topic, but when you talk about map design, let's not ignore an entire side of the community. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2099
|
Posted - 2013.10.27 00:20:00 -
[25] - Quote
Cosgar wrote: Not trying to bring in any AV/Vehicle drama. My point is that just about every map works better at different things. Those wide open maps were primarily designed for vehicles. Tanks, Dropships ferrying troops, and LAV convoys running light suppression. But designed purpose and practical use has gone askew since the primary focus went to infantry combat.
Think about it: When's the last time you've ever seen someone use an LAV other than getting from point A to point B. Hell, how many players are actually skilled into LAVs outside of LLAVs back when murder taxis were a thing? Not trying to redirect the focus of your topic, but when you talk about map design, let's not ignore an entire side of the community.
well you do have a point cosgar, again.But i think that deserves its own thread here XD My specific concern is newberries and the lack of survival chances they have in the current state of maps. Why ? because it is ALSO part of the new player experience, Dust514 so much fails at.....
The vehicle vs AV issue deserves its own topic since its equally important... |
Django Quik
Dust2Dust. Top Men.
1648
|
Posted - 2013.10.27 09:43:00 -
[26] - Quote
I really don't think you can talk about any aspect of map design without taking into account all the various factors involved. You can't just ignore the impact of vehicles in this thread because all maps need to factor in their use as much as newberries and squads too. Granted older maps are skewed to a certain degree but like i said before, there needs to be variety and balance between chokepoints and openness.
Also, to reiterate another earlier point - taking out the older maps will leave us with less than a handful to play and people will get fed up even quicker. |
Coleman Gray
GunFall Mobilization Covert Intervention
867
|
Posted - 2013.10.27 10:30:00 -
[27] - Quote
I actually agree to this sorta, I mean does anyone not like the science labs sockets? it feels right, fighting on so many levels yet so rather packed in at the same time...then I leave the facility to the wasteland of Dust 514, and I forgot my pipboy T.T |
Assert Dominance
MoIden Heath PoIice Department EoN.
408
|
Posted - 2013.10.27 11:23:00 -
[28] - Quote
Lol you just figered out how horrible these maps are? How simple and non thought out the design is? PC is umplayable and tanks cant be in combat and effectively find cover to not get destroyed a pathetic death. Any strategic positioning revolves around rooftops with uplinks and aoe weapons ie: forge, mass driver. There are NO strategic ground placements. Thats why i laugh when i go solo in battlefield with a bad team and still do well. Im able to hold down an area by myself without being scanned every two seconds and having proper cover. But what can i say? Welcome to dust. |
TechMechMeds
Swamp Marines Kleenex Inc.
1026
|
Posted - 2013.10.27 11:42:00 -
[29] - Quote
The thing is that the maps are surface infrastructure, we are battling in and around sockets with purpose, for instance when a lab is being constructed do the designers think about choke points, why the fk would scientists have a lab built with military strategy in mind lol, think about it.
I know something needs to change but turning the maps into generic fps maps is not the way forward nor is it the way CCP designs and they stated this themselves in a dev blog, CBA to find it, you should know anyway. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1153
|
Posted - 2013.10.27 11:47:00 -
[30] - Quote
I think the main problem is where the positions of the MCC/spawn are.
If you have a map with sides A, B, C, and D going clockwise (not related to the objectives), your MCC should be on side A, opponent's should be on side C. Your secondary spawn should be on B, opponents on side D. This way, if you have 4 objectives in each corner of the map, each side has 3 different objectives they can go to.
Currently maps are slip up too evenly...so if you redline the eneny, they are only close to one or two objectives at most. The other objectives are too far away and can be dedned easily from single players getting past a wall of defense (the redlining team) |
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