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Thread Statistics | Show CCP posts - 2 post(s) |
Balistyc Farshot
The Exemplars RISE of LEGION
62
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Posted - 2015.02.11 18:27:00 -
[31] - Quote
This map was incredibly smooth!
The only issue I had is that some of the ladders didn't work (Hit detection issue?). I don't understand why. This map was also not built for heavies IMO, but a scout, assault, logi map is nice.
I would not recommend ladders for future because your detection is so so. Try to stick to ramps is my suggestion. No lips either because heavies can't jump at all. I can't run up roof angles because I can't jump the little lip.
Heavy with a massive bullet hose called Lola (Burst HMG).
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KEROSIINI-TERO
The Rainbow Effect
1765
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Posted - 2015.02.11 20:31:00 -
[32] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know.
Sweet, that is almost the right direction to go.
Less complex megaoutposts with fiery/liquid effects and special geometry thank you. Simpler geometry, please definately use that.
A note on smaller game play area: If deployment zone redlines are used for that (not neutral sideline redlines) then it will add unwanted amount of redline gameplay. Meaning, if you can have full effect on the primary fighting are while in protection of your home redline then that is REALLY BAD.
Instead: Create a narrower fighting zone but with enough depth considering the opposing home zones. That way enemies are likely to find each other, maybe creating some fighting 'frontline' which is interesting. Also, the terrain is likely block the direct sight from home redline to focal points of map.
Imagine a rough example: (Red Homeline)---(hills)---(buildings)---(OBJECTIVES)---(mountain)---(valley)---(Blue Homeline)
that way the hills and mountains have shot at objectives and are suitable for rail tanks and snipers BUT they are not hiding in redline!
(naturally this does not apply to ambushes which has neutral redline all around) Maybe I create a full thread on this topic.
Pro-choice!
For hazardous self-activated inertial dampeners!
Expeting freedom SOON(tm)!!!
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Darken-Soul
BIG BAD W0LVES
1976
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Posted - 2015.02.11 21:16:00 -
[33] - Quote
Spaceman-Rob wrote:CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. If that's the case then please make changes ASAP to the current laggy maps or remove them from rotation completely. Agreed. The lag map should have been cut a year ago.
Who wants some?
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Juno Tristan
Obscure Reference
364
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Posted - 2015.02.11 21:26:00 -
[34] - Quote
Since we're in the experimenting mood, can we remove the red line on these smalls maps?
As Wilhelm pointed out its not so fun for dropship pilots when you can't get at the thing that's been shooting you the whole game
At least on maps with elevated positions in the redline
ADS Ramming Revenge!
Should Have Stayed Inside (the Tank)
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The-Errorist
1039
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Posted - 2015.02.11 21:31:00 -
[35] - Quote
Dreis Shadowweaver wrote: Yes that's it.
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. More maps with small outposts are great, keep them coming, and these issues 1:52 & 6:43?
Also can you guys make the red-line not as restrictive?
Suits, Tanks, a mode
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DUST Fiend
Molon Labe. General Tso's Alliance
15684
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Posted - 2015.02.11 21:37:00 -
[36] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. Have you considered how smaller maps in the pool will effect dropship play? Especially if you still intend to give them more of a drop or support oriented role in the next balance pass? I mean im all for small maps in the pool, so long as large maps are equally represented. God damn does this game need PS4 lol
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Avallo Kantor
445
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Posted - 2015.02.11 21:48:00 -
[37] - Quote
DUST Fiend wrote:CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. Have you considered how smaller maps in the pool will effect dropship play? Especially if you still intend to give them more of a drop or support oriented role in the next balance pass? I mean im all for small maps in the pool, so long as large maps are equally represented. God damn does this game need PS4 lol
I agree. With the massive terrain maps we have in DUST (most of which goes unused) it seems that making more of that available would not overly impact performance, the only thing that would is how many sockets / players are in them.
By the small socket = smoother logic, couldn't you have a map size larger than what we have now, with a few clusters of small sockets to create a map that requires (or strongly supports) LAV / Dropships for player mobility?
(Spit balled estimate): Perhaps having a 3 objective map with each objective roughly 1 km away from each other?
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Heracles Porsche
Capital Acquisitions LLC Bad Intention
108
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Posted - 2015.02.11 22:19:00 -
[38] - Quote
The-Errorist wrote:On 04:00 Minmatar FW, there was an outpost that had a Caldari MCC parked in the center and the rest of the outpost was pretty great. Also when are you guys gonna add it to that thread?
For anyone wanting to see this new map, check out this video:
NEW MAP! MCC Construction Yard, + Imperial 'Dominus' Sentinel APEX suit review https://www.youtube.com/watch?v=VlYt84AW8NY
Videos Erry Day
https://www.youtube.com/channel/UCYzz0FbBPVUbF6yWex1wb_A
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Funkmaster Whale
Whale Pod
2862
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Posted - 2015.02.12 00:34:00 -
[39] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. You have no idea how happy I am hearing that they're actually taking steps to increase performance.
Follow me on Twitch.tv!
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CCP Rattati
C C P C C P Alliance
17116
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Posted - 2015.02.12 01:52:00 -
[40] - Quote
My thought is to allow players to choose
Ambush Domination would mostly happen on smaller maps
Skirmish on the big ones, 3-4 and 5 point
that way players can pick and choose, pilots should be in Skirmish if they want air to breathe.
One thing I would really want is a
3 point skirmish with one outpost on each side, including 2-3 spawn points, mcru, then one small or medium in the middle.
We did this with the bridge map as a demo, and it is incredible
This can also be a Dom or Ambush map
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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PLAYSTTION
Corrosive Synergy
500
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Posted - 2015.02.12 01:59:00 -
[41] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. KEEP DOING THIS SORTA STUFF
I just played another new map and loved it.
Gassault Calogi and more.
- Open Beta Vet - 35mil sp -
- Director of Corrosive Synergy -
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LUGMOS
Corrosive Synergy
2059
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Posted - 2015.02.12 02:01:00 -
[42] - Quote
CCP Rattati wrote:My thought is to allow players to choose
Ambush Domination would mostly happen on smaller maps
Skirmish on the big ones, 3-4 and 5 point
that way players can pick and choose, pilots should be in Skirmish if they want air to breathe.
One thing I would really want is a
3 point skirmish with one outpost on each side, including 2-3 spawn points, mcru, then one small or medium in the middle.
We did this with the bridge map as a demo, and it is incredible
This can also be a Dom or Ambush map
Can you tone down blaster turret AI? They shoot VERY far for being a blaster turret, something like 80-100 meters out as a dropship.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Devadander
Woodgrain Atari
241
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Posted - 2015.02.12 03:08:00 -
[43] - Quote
The low city map is a blast, very fast paced.
The MCC one feels kinda cluttered though. Seeing things like table top, and garage with tall trapezoid tower, smashed tabletop, and old pipeline redline building, made the 2-3 new structures not as amazing.
Although it was a blast killing people from the top of an MCC and not being redlined lol
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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STYLIE77
KILL-EM-QUICK RISE of LEGION
426
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Posted - 2015.02.12 03:51:00 -
[44] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know.
Yup, many maps seem like they were designed with more players than 16 v 16.
Smaller maps = less crap to load and more action
http://caughtyouflinching.ytmnd.com/
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17125
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Posted - 2015.02.12 03:56:00 -
[45] - Quote
LUGMOS wrote:CCP Rattati wrote:My thought is to allow players to choose
Ambush Domination would mostly happen on smaller maps
Skirmish on the big ones, 3-4 and 5 point
that way players can pick and choose, pilots should be in Skirmish if they want air to breathe.
One thing I would really want is a
3 point skirmish with one outpost on each side, including 2-3 spawn points, mcru, then one small or medium in the middle.
We did this with the bridge map as a demo, and it is incredible
This can also be a Dom or Ambush map
Can you tone down blaster turret AI? They shoot VERY far for being a blaster turret, something like 80-100 meters out as a dropship.
Ugh because thousands of years in the future these vastly more advanced people cannot project their rounds further than 100m........
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Maken Tosch
DUST University Ivy League
11005
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Posted - 2015.02.12 04:28:00 -
[46] - Quote
ER MY GERD! LERK AT ALL DEM HIDING SPERTS!
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Tectonic Fusion
2332
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Posted - 2015.02.12 05:33:00 -
[47] - Quote
Alex-ZX wrote:CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. Medium and shorts would work perfectly. Plz no more colossal places where it takes an eternity to find someone. :) Or make the game have support for 48 players...
(GIF)
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killian178
Random Gunz RISE of LEGION
121
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Posted - 2015.02.12 06:27:00 -
[48] - Quote
CCP Rattati wrote:it was a little bit of an experiment and we were ready to pull it if necessary.
On the topic though. The outpost with the Medium socket and the 5 square buildings forming a V, vehicle repair facility or depot, has amazing performance., very smooth and responsive.
The direction we want to take is to offer more simple maps, one, two or three medium sockets, skip the large ones, and have a smaller play area. This is one of the steps to increase performance.
Try it out and let us know. Its a little crowded from a vehicles point of view :/ But it is fun :)
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
611
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Posted - 2015.02.12 10:35:00 -
[49] - Quote
On the topic of performance, what the hell is up with the areas outside of the maps? Some of them seem insanely detailled for a place that will never be visited and that most people don't even see. Seriously, I've seen complexes that look like entire maps, and seemed to be rendered in 3D, to boot. |
Funkmaster Whale
Whale Pod
2862
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Posted - 2015.02.12 10:58:00 -
[50] - Quote
CCP Rattati wrote:My thought is to allow players to choose
Ambush Domination would mostly happen on smaller maps
Skirmish on the big ones, 3-4 and 5 point
that way players can pick and choose, pilots should be in Skirmish if they want air to breathe.
One thing I would really want is a
3 point skirmish with one outpost on each side, including 2-3 spawn points, mcru, then one small or medium in the middle.
We did this with the bridge map as a demo, and it is incredible
This can also be a Dom or Ambush map
Smaller, more concise maps is definitely the way to go. I'm glad you guys are finally coming to terms with understanding that a massive 16x16km map or whatever it is doesn't make the scope of the actual gameplay bigger when all the fighting is concentrated in small outposts.
There's so much empty space on so many of the maps, especially when you play Ambush and Dom, and I'm pretty sure no one enjoys playing Jogging Simulator.
Follow me on Twitch.tv!
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BLUNT SMKR
Ahrendee Mercenaries
143
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Posted - 2015.02.13 10:12:00 -
[51] - Quote
CCP Rattati wrote:My thought is to allow players to choose
Ambush Domination would mostly happen on smaller maps
Skirmish on the big ones, 3-4 and 5 point
that way players can pick and choose, pilots should be in Skirmish if they want air to breathe.
One thing I would really want is a
3 point skirmish with one outpost on each side, including 2-3 spawn points, mcru, then one small or medium in the middle.
We did this with the bridge map as a demo, and it is incredible
This can also be a Dom or Ambush map
I'm really enjoying the new 3 points maps in skrimish. I just hope they show up in rotation more often. Not a big fan of Dom or ambush but I like the smaller maps.
TeamWork>KDR
losses only make the wins that much better
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