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Olomo Daygon
ZionTCD Public Disorder.
11
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Posted - 2013.11.01 11:41:00 -
[1] - Quote
I spent 4 years of my life in the military and one thing I took away from combat is that some times the odds ARE NOT in your favor. Some times terrain does not favor either side, some times it favors one side strongly. A good tactician learns the strength and weakness of a battlefield and knows how to use it to best benefit him and his soldiers.
I say all that to say this. Terrain fights you or helps you. From the beginning of a battle you know that it is next to IMPOSSIBLE to win here. I feel at times that the struggle to win is sometimes more important than winning its self and coming away with a sense of accomplishment is awesome.
Choke points, Line of sight, High ground, Low ground, Fords, Bridges, Earthworks, Barriers, Fields, Gorge, Woodlands, and Cities. These are a few of the important types of terrain to be aware of when preparing for a battle.
Example: You need to cross a bridge to get to a city. The bridge is crossing a gorge. There is a rise on the other side with a snipers dug in. It would be stupid/suicidal to try to cross the bridge on foot. So how to you get to the City?
There are hundreds of possible options here and that what i want to see in Dust 514.
I would love to see some more of this in Dust 514.
Anyone have any ideas for scenarios? |
Olomo Daygon
ZionTCD Public Disorder.
14
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Posted - 2013.11.01 12:32:00 -
[2] - Quote
Anarchide wrote:I would cross that bridge doing frog leaps under a cardboard box
Sniper 1: "Dude, did that box just move?!" Sniper 2: "Nah, your seeing things mate." Sniper 1: "No seriously! I think it just hopped!!" Sniper 2: "Would you just calm your self. Boxes cant jump.. Dumb ass." Sniper 1: "Fine. But if I die i'm coming back to haunt you." |
Olomo Daygon
ZionTCD Public Disorder.
15
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Posted - 2013.11.01 13:19:00 -
[3] - Quote
Humble Seeker wrote:Badonk Adonk wrote:4 years of brainwashing makes you an expert on sweet fk all.
How many babies did you kill? So how is being a mongoloid?
I'm glad to say I never had to kill any one, killing someone would have been hard to do, I did not want to have to hurt anyone... From that I would think you would ask "Why did I Join them?" Well I joined them so I could go to college and come out with out a debt. Brainwashing? Well I guess it depends on how you personally define Brainwashing. I think I managed to get in and out with out to much change. My more cynical of human nature now but I think i'm still the same guy I was when I went in. |
Olomo Daygon
ZionTCD Public Disorder.
16
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Posted - 2013.11.01 14:43:00 -
[4] - Quote
steadyhand amarr wrote:Just ignore the comment and stay on topic
One of the new maps has this.. I think its Border Gulch. They have this large area between B and C that's like wide open. If the opposing team guards it well its impossible to take C. I LOVE IT. |
Olomo Daygon
ZionTCD Public Disorder.
17
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Posted - 2013.11.01 15:02:00 -
[5] - Quote
Surt gods end wrote:Back on topic. MAG had that. Very much so. Raven could play on home turf tho, so they were never a threat.
Sorry I never played MAG. Do you have any links or references so I can understand what you said? |
Olomo Daygon
ZionTCD Public Disorder.
17
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Posted - 2013.11.01 15:35:00 -
[6] - Quote
Surt gods end wrote:Olomo Daygon wrote:Surt gods end wrote:Back on topic. MAG had that. Very much so. Raven could play on home turf tho, so they were never a threat. Sorry I never played MAG. Do you have any links or references so I can understand what you said? Mag truly shined in the game modes they offered. complex and some favored players playing in there home turf. Raven last objective was a pain to break in. very few entrance points and up hill. But unlike Valor last objective point, IT HAD VERY FEW ENTRANCE POINTS. MAG SABOTAGE MODEMAG domination modeBoys were made into Men here.
Ok that was COOL! I would love CCP to move in directions like that.
I think the real issue is that CCP doesn't want to copy any one. They want to be original. But in a day and age where FPS's pop up like weeds its hard to make your self stand out. In essence every one after Quake is only copying them. There is nothing wrong with copying something. Look at computers since the Apple computer came out every one is more or less the same. Keyboard, Mouse, Monitor, and tower. Everything else is a variation of that.
I truly want to fight up the side of a mountain. We start at the bottom and they are at the top. there are four objectives strung out along a road that goes up and down the mountain side. That would be fun! Lots of cliff edges and over hangs. Caves and ravines.
Or fight, trapped inside a city with enemy surrounding us. We are waiting out a timer that ends with us getting extracted or wiping out the hostiles... You KNOW your screwed if they make it inside the walls. |
Olomo Daygon
ZionTCD Public Disorder.
17
|
Posted - 2013.11.01 15:54:00 -
[7] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:Excellent blog. Loved the more 'hand-drawn' feel to the map pathing to show the common viewer how the process works. One thing I would like to say though is that there are still instances where snipers can make continual headshots or have significant advantages in certain areas. Manus Peak, the team starting on the south side can field a sniper and have a direct line-of-sight on Alpha from the start of the map directly from their redline and can keep the northern team off of the objective for as long as he has ammunition. Another instance that I've seen is that in some cases a clever sniper will deploy a vehicle of some description in a small dip in the map in their redline, giving him total and complete cover from all sides (one from the LAV, two from the terrain) that he would be fired from - the rest being too far into the redline to make a difference. The only way to remove this threat (being as he has direct line of sight with anyone who would try to kill him) will often always be an orbital strike. This is both a combination of game design mechanics and terrain tying into one another. None more notorious is the Orbital Artillery Outpost's 'Forge Tower', which being linked to the Cargo Hub infrastructure in PC will almost always be the play the is run in every match. The first team to get a dropship to the tower has Alpha permanently covered, and a large portion of the rest of the outpost as well - often times the opposing team is unable to rid them off of the tower due to the forge gun taking out dropships (the only way to get up there) unless with an orbital strike, being the only 100% efficient means. With that out of the way, I would like to say that you guys are doing a great job so far and the Gallente Research Facility is especially fun as it allows for more intense, close quarters combat and I always have fun when I play it. Looking forward to what you guys put out and definitely hoping to see more of that. ..... but I'm still convinced that the outposts should reflect the racial playstyle! You are talking about areas that are far behind our current standards. We will eventually address them. Manus Peak is a great example of how we do NOT want to make battlefield areas any more. Orbital Artillery is being re-designed entirely (as we speak, I am on it). Production Facility will soon be coming your way. OWN IT!
This what they are saying about unbalanced maps...
I guess to many people don't like a hard fight.
I never thought that map was unfair... |
Olomo Daygon
ZionTCD Public Disorder.
17
|
Posted - 2013.11.01 16:05:00 -
[8] - Quote
Beck Weathers wrote:Olomo Daygon wrote:I spent 4 years of my life in the military and one thing I took away from combat is that some times the odds ARE NOT in your favor. Some times terrain does not favor either side, some times it favors one side strongly. A good tactician learns the strength and weakness of a battlefield and knows how to use it to best benefit him and his soldiers. I say all that to say this. Terrain fights you or helps you. From the beginning of a battle you know that it is next to IMPOSSIBLE to win here. I feel at times that the struggle to win is sometimes more important than winning its self and coming away with a sense of accomplishment is awesome. Choke points, Line of sight, High ground, Low ground, Fords, Bridges, Earthworks, Barriers, Fields, Gorge, Woodlands, and Cities. These are a few of the important types of terrain to be aware of when preparing for a battle. Example: You need to cross a bridge to get to a city. The bridge is crossing a gorge. There is a rise on the other side with a snipers dug in. It would be stupid/suicidal to try to cross the bridge on foot . So how to you get to the City ? There are hundreds of possible options here and that what i want to see in Dust 514. I would love to see some more of this in Dust 514. Anyone have any ideas for scenarios? Oh I'm sorry, you must be lost sir, real life is that way -> In all seriousness, this is a game and you would make a lousy designer, games have to have a "sence" of balance or the game will hemerage players who think they wernt given a fighting chance. Kinda like what happens to our nubs who exit battle academy after two battles and get pub stomped then rage quit. Telling people to no run at objectives like idiots and use terain is great and all, but you forget three things. 1, not everyone has had extensive battle ground training, 2 active scanner wall hacks, and 3, blueberrys ruining any atempt at stealth by shooting at you and dancing around in your cover giving your position away. Oh btw, how many orbitals where droped on you and ruined your killing spree in the military?
I guess its just me. I truly do like a challenge. But i should say that not the spacifically make the maps UNFAIR but make them hard. So that if you don't play right you loose. I'm not saying make this a public thing. Why not make it a veteran arena thing? People with over 15mil SP can get in these matches. |
Olomo Daygon
ZionTCD Public Disorder.
17
|
Posted - 2013.11.01 16:11:00 -
[9] - Quote
CHIPMINT BUTTERCUP wrote:Olomo Daygon wrote:I spent 4 years of my life in the military and one thing I took away from combat is that some times the odds ARE NOT in your favor. Some times terrain does not favor either side, some times it favors one side strongly. A good tactician learns the strength and weakness of a battlefield and knows how to use it to best benefit him and his soldiers. I say all that to say this. Terrain fights you or helps you. From the beginning of a battle you know that it is next to IMPOSSIBLE to win here. I feel at times that the struggle to win is sometimes more important than winning its self and coming away with a sense of accomplishment is awesome. Choke points, Line of sight, High ground, Low ground, Fords, Bridges, Earthworks, Barriers, Fields, Gorge, Woodlands, and Cities. These are a few of the important types of terrain to be aware of when preparing for a battle. Example: You need to cross a bridge to get to a city. The bridge is crossing a gorge. There is a rise on the other side with a snipers dug in. It would be stupid/suicidal to try to cross the bridge on foot . So how to you get to the City ? There are hundreds of possible options here and that what i want to see in Dust 514. I would love to see some more of this in Dust 514. Anyone have any ideas for scenarios? LOL comparing RL to a F2P Lobby FPS.
Dust 514 is a form of are, and isn't art imitation of real life? Maintain a sense of realism, Suspension of disbelief? I'm just saying add more challenge for the vets. That's it, make it something that you strive to achieve.
Like two teams on either side of a hill, the team that controls the hill, wins. Very simple. |
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