Arkena Wyrnspire
Fatal Absolution
15168
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Posted - 2014.07.04 22:43:00 -
[1] - Quote
Presently, I feel the system is poorly done.
The modular system we have at the moment leads to hugely open maps and some of the map templates have some horrible problems. For example, Manus Peak has one team on an elevated hill position below their spawn with overlook of the point in Domination, and overlook of at least one point in Skirmish, while the other team has no such advantage.
The system leads to generally having two extremes of engagement styles - either long range, or short range. Either you tend to be forced into compact spaces which are mostly closed off from long range intervention, or you're in open ground with very little cover.
There are also problems with the redline. The ability to stay in the redline with, say, a railgun equipped HAV gives you a very powerful protective tool reducing the risk to you greatly. However, on a lot of maps you can still have line of sight on important locations. From the redline, you can still hit things. In some cases you can actually see directly onto hack consoles from the redline (as in Manus Peak). That's not great.
I believe character movement is being covered in another thread but climbing hills is a chore at the moment as well.
High ground is also not great at the moment. A lot of places are only accessible by dropship. That's not exactly a bad thing, as it gives dropships a role, but sometimes matches (especially Domination) can become completely dependent on the control of the high ground. For example, on the pipeline map with the control point below the large tower, the elevated square area around the base of the tower has direct line of sight on the hack console whilst being very protective from those below. There are things you can do to counter this, but they're not easy or reliable and it still confers a huge advantage.
To summarise:
- Modular maps too open
- Facilities go to the other extreme
- Redline design is poor
- High ground is too strong
I feel that more mid-ranged maps with a better balance between long range and short range zones and more intelligent high ground design would allow for a more diverse range of roles to thrive and reduce map imbalances.
Also, I'd like to know who's in charge of doing map design in Legion. The previous person, CCP Logicloop, was great and communicated. I might not have put this adequately, but I'd be happy to explain further what I see as the problems with each map. I'm particularly interested here because there ought to be some exciting stuff that can be done with maps after the PS3 restrictions are removed.
You have long since made your choice. What you make now is a mistake.
Polka will never die.
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