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Ashley Swift
New Age Empire. General Tso's Alliance
4
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Posted - 2014.09.28 16:22:00 -
[1] - Quote
Very simply, Bush is the team deathmatch game mode, TDM should not take more than 10 minutes to complete whether it is 50 or 80 clones. The game mode suffers from being too slow many times and ends up getting dragged out for no reason. These are the main issues currently faced in Ambush.
Maps are thrown into the full-sized Skirmish/Domination setting.
Starting spawns tend to be too far from each other or in some cases way too close.
Spawn traps happen too frequent.
Battle Timer is too long.
Now not every single round of Ambush occurs like this, but it has been happening to much for far too long. Here are some changes to help make the game mode much more enjoyable.
Battle Timer reduced from 15 minutes to 10 minutes.
Maps need to either be scaled down like how some of the new maps we got in 1.7 had the red line closed in to certain areas (the map with the needle and bridge full of Turret Installations), or have proper spawning implemented (next topic).
Launch spawns need to not be 250+ meters from each other. If one team spawns in a small complex/Skirmish objective at one end of a bridge the enemy should spawn at the opposite objective of the bridge, NOT IN A COMPLEX ON THE OTHER SIDE OF THE MAP. Too often does it take 2+ minutes just to find the enemy and have more than 5 kills happen. Just the same, if both teams are spawned in a complex/compound area, they are spawned just at or outside the city walls with ~100 meters between them.
Along with spawning, players should not be respawned in the group of teammates being defenselessly slaughtered by gods like xD3struction or Destroyer Air. These respawns need to not be in enemy line of sight and should occur 50 or so meters away from the battle hotspot. Enough time to properly re-engage yourself into battle and to not be killed in the first 7 seconds.
Aside from actual other in-game balance changes and such, these are just some simple tweaks to make Ambush a less frustrating game mode.
Now that you're close I feel like coming undone
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1801
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Posted - 2014.09.28 16:35:00 -
[2] - Quote
Some very reasonable points you make and I agree for the most part.
Just to draw attention to one issue that I really feel strongly on - maps and the redline. Like you pointed out there are certain ambush maps like the one with the bridge in the centre with the turrets, that really make that one map feel like a totally new map. I would love if if CCP could design a few smaller 'areas' out of the maps we already have, drawing attention to key buildings and areas just like that one ambush map does so well with the bridge.
We dont even have to make any more maps, just having smaller boundaries and smaller focused areas cut out of the big maps we hav could easily double or even triple the amount of 'maps' we have.
We could have a death bowl, building fights, complex fights, open plains, hills etc.... and all it would take is just a few new re-drawings of the redline to section off areas of interest. Voila!
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Silver Strike44
Fatal Absolution General Tso's Alliance
155
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Posted - 2014.09.29 00:08:00 -
[3] - Quote
Ashley Swift wrote: Destroyer Air
You shouldnt be using his name in vain, mate. He will wreck you, mate. He will also do so if you talk about his mum.
Me: Donate to The Rammeh McRam House Charity.
Scrub: What's the cause?
Rammeh: I'm retarded.
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Slim123121 Williams
WarRavens Capital Punishment.
0
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Posted - 2014.09.29 16:02:00 -
[4] - Quote
Silver Strike44 wrote:Ashley Swift wrote: Destroyer Air You shouldnt be using his name in vain, mate. He will wreck you, mate. He will also do so if you talk about his mum.
STOP TALKING ABOUT HIM! But you bring up a lot of good points and what would be much needed changes to our lovely spambush.
Squad mate: We've got a sniper!
Slim123121 Williams (Charge Sniper Rifle) Enemy Sniper
Me: No we don't.
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Dj grammer
New Age Empire. General Tso's Alliance
373
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Posted - 2014.09.29 16:20:00 -
[5] - Quote
Ashley Swift wrote:
Battle Timer reduced from 15 minutes to 10 minutes.
Maps need to either be scaled down like how some of the new maps we got in 1.7 had the red line closed in to certain areas (the map with the needle and bridge full of Turret Installations), or have proper spawning implemented (next topic).
Launch spawns need to not be 250+ meters from each other. If one team spawns in a small complex/Skirmish objective at one end of a bridge the enemy should spawn at the opposite objective of the bridge, NOT IN A COMPLEX ON THE OTHER SIDE OF THE MAP. Too often does it take 2+ minutes just to find the enemy and have more than 5 kills happen. Just the same, if both teams are spawned in a complex/compound area, they are spawned just at or outside the city walls with ~100 meters between them.
Along with spawning, players should not be respawned in the group of teammates being defenselessly slaughtered by gods like xD3struction or Destroyer Air. These respawns need to not be in enemy line of sight and should occur 50 or so meters away from the battle hotspot. Enough time to properly re-engage yourself into battle and to not be killed in the first 7 seconds.
I agree. All very reasonable and valid points to show. Reducing the timer reduces the chances of fights dragging on I like and can 100% understand this well.
Scaling down the maps is needed, well needed. Too many timed I find myself playing on a full size map and the enemies are nowhere to be found for the first five minutes. Fitting us in smaller areas for older maps might be interesting
Dear god yes on the launch spawns. Nothing else should be said.
The most important point is the re-spawn after death. Too many times (on both accounts) people spawn in a bad area where an up link is place despite the fact they did not choose to spawn there or a majority of their teammates are there. Hell even spawn trapping the poor souls in a area where there is only one way out.
Logi mk.0, Assault mk.0, Soon to be Scout gk.0 or ck.0
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Soraya Xel
Abandoned Privilege Top Men.
3831
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Posted - 2014.09.29 16:43:00 -
[6] - Quote
We had a Death Bowl. It was Manus Peaks Ambush during Chromosome. ;) Good times.
Lot of good suggestions in here, Ambush definitely starts slow with no vehicles and such large maps. It's very hard to figure out which direction you'll find the enemy in on some maps too. And a lot of times, both teams are spawned outside any sockets, in just "open field" which rarely leads to good gameplay.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Silver Strike44
Fatal Absolution General Tso's Alliance
155
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Posted - 2014.09.29 21:50:00 -
[7] - Quote
Soraya Xel wrote:We had a Death Bowl. It was Manus Peaks Ambush during Chromosome. ;) Good times.
I think thats what he was going for, setting up a variant of manus peak where the redline forces battles like those that took place on the map in chromosome.
Me: Donate to The Rammeh McRam House Charity.
Scrub: What's the cause?
Rammeh: I'm retarded.
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Ashley Swift
New Age Empire.
7
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Posted - 2014.10.06 19:54:00 -
[8] - Quote
With continued thought, fixing the spawns is the primary solution. As long as the game mode is kept paced properly, very few ambushes should go over the 10 minute mark and the battlezone is mated with spawn placements that create appropriate boundaries.
Now that you're close I feel like coming undone
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1014
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Posted - 2014.10.06 20:09:00 -
[9] - Quote
I actually rather enjoy it when the teams are spawned far away. Sometimes one side will set up in an area and wait for the enemy to come to them and it actually makes it feel like what it's called; An Ambush. Having your entire team moving up towards a point is cool too, never knowing when someone is going to get shot, scanning the surrounding area for cloaked scouts and such is actually bordering on tense. It'd probably be more fun if the maps were larger and had more cover though...
You've definitely got some awesome points though, spawns are the main issue with ambush and they tend to be what makes or breaks a game. Having a constant stream of spawns into the middle of gunfire because the smart spawn flunked kindergarten is really annoying and should have been fixed ages ago. Hopefully Ratatti will or has taken these issues into account and has something in that head of his that could be directed towards fixing the problems in ambush.
Nova Knives are best sidearm.
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Ashley Swift
New Age Empire.
8
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Posted - 2014.10.06 23:07:00 -
[10] - Quote
Crimson ShieId wrote:I actually rather enjoy it when the teams are spawned far away. Sometimes one side will set up in an area and wait for the enemy to come to them and it actually makes it feel like what it's called; An Ambush. Having your entire team moving up towards a point is cool too, never knowing when someone is going to get shot, scanning the surrounding area for cloaked scouts and such is actually bordering on tense. It'd probably be more fun if the maps were larger and had more cover though...
You've definitely got some awesome points though, spawns are the main issue with ambush and they tend to be what makes or breaks a game. Having a constant stream of spawns into the middle of gunfire because the smart spawn flunked kindergarten is really annoying and should have been fixed ages ago. Hopefully Ratatti will or has taken these issues into account and has something in that head of his that could be directed towards fixing the problems in ambush.
You also need to understand this is simply Team Deathmatch and is only called Ambush because it isn't the tired, old TDM name. The 'Ambush' type game mode you are thinking of isn't going to exist until players can actually occupy land, which is Project Legion/PS4/possibly never. The goal is to make the current Ambush not a dragged out, unplayable game mode that it tends to be.
Now that you're close I feel like coming undone
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