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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3647
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Posted - 2014.03.26 23:42:00 -
[1] - Quote
The amount of open space is what makes a lot of things pretty boring in this game and brings out spam sometimes in the form of rail guns of all varieties: 80GJ, Snipers, Forge Guns (if slight elevation), and Rail Rifles (but this isn't about those)
No, this is not about those weapons but really about how the matches unfold because of bald terrain.
What happens is that if you carry a short range weapon and you have to rush an objective but it's far off and pretty flat, you aren't going to engage on the way there. Anything that outranges you has you by the balls which is OK, that's the con of the short ranged weapon. But I don't think that short ranged mercs should be incapable of traversing the spaces either.
That's when you usually try looking for, an alternative route. Basically a secondary route that lessens your short ranged disadvantage. On the bridge map (Iron Delta) you can move from the objective to the nearby rocks and follow the rocks to use as cover to get to the bridge.
However look at other places....outside the Biomass (especially) and Communications outpost is a lot of bland space that turns into a stalemate area at times. 2 objectives in, 2 out, out tries to move in, zilch. In tries to move out, zilch. This doesn't happen so often because rarely would matchmaking be balanced enough to put two equally competitive teams together (*giggle*) but the point I make is that it does happen sometimes and for long periods. If vehicles weren't around infantry would never break out of stalemates.
But I don't believe that vehicles are there to be "stalemate breakers", that would be lame.
I'm sure many of you know what I am talking about when I say that the terrain is overtly bald at points. Too gentle of terrain with clumped objects so that you have pocketed havens and deadzones pretty much around them. Dust 514 maps are not a great place to spend time in because really 85% is a vacuum.
Vacuums aren't fun, they make sucky games. Increase complexity of terrain, I don't care if your server can't hang. Maybe you should cut out 7/8 of the redline because we have super large maps with a fractional play area.
If you want specifics, we need trench lines and more sub-buildings (such as bunkers/pillboxes) that serve as host to nothing other than refuge from cross fire.
Say no to bald terrain, say yes to terrain the Vietcong would be proud to hide in. |
Draco Cerberus
BurgezzE.T.F General Tso's Alliance
843
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Posted - 2014.03.27 00:32:00 -
[2] - Quote
Trees! Yes! Please bring me some trees! Foliage, and other interesting terrain features would make the matches more entertaining, give us to also modify the foliage such as pushing a branch out of the way or blowing up a tree with a missile from a tank or something similar and we then have a working battlefield.
LogiGod earns his pips
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2404
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Posted - 2014.03.27 03:08:00 -
[3] - Quote
I would like to see trees. They need to be destructable though, if a larger weapon hits them they should knock over of burn away.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3653
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Posted - 2014.03.27 03:25:00 -
[4] - Quote
Think outside of fauna as well.
Think about all the exposed places (like majorly open) around Outposts and just add a bunch more rocks like in Replication Manus peak. Make it so you can hop from rock to rock for cover to move between places. But at the same time the spaces between rocks were exposed so a lot of weapon ranges could have thrived as well (weapon balance) but not like Replication Manus peak in the sense it's not a sniper bowl from hell.
If one also recalls, in Replication Manus Peak had those villages around it. One up north between the rocks and Caldari MCC. The cylinder complex to the northeast. The rocks in the middle. Objectives A and C were on rocks too so really it was a lot of cover.
Stuff like that, but without so much bowl shape so that snipers aren't king. But that's beside the point. Just more stuff to play with on the map. |
Klivve Cussler
S.e.V.e.N. General Tso's Alliance
223
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Posted - 2014.03.27 03:28:00 -
[5] - Quote
I'll just leave this here: Vegetation Speciation: procedural generation of alien plants |
The Black Jackal
The Southern Legion League of Infamy
1072
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Posted - 2014.03.27 04:38:00 -
[6] - Quote
Increasing the complexity olf the maps is exactly what's needed. Vegetation, buildings, terrain.
I've got this down here in this thread about Map balance, which I believe is right up your alley.
https://forums.dust514.com/default.aspx?g=posts&m=1860835#post1860835
Once you go Black, you just never go back!
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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
9
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Posted - 2014.03.27 05:29:00 -
[7] - Quote
First, I agree with everything the OP and subsequent commenters said in regards to "bald" spots. As a sniper, there are some maps I can find a decent high point and just sit there picking people off as they traverse open terrain. Hell, when I'm on my game, I can take out a 4 person squad before they are able to get to cover in some locations because there is NOTHING to hide behind. So, yes, trees and more rocks, maybe some dilapidated, broken down buildings/half crumbled walls of previous buildings dotting the area (since, you know, this is a war zone) would add to the aesthetic and logistical properties of the game.
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