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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
The-Errorist
1035
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Posted - 2015.02.11 04:44:00 -
[1] - Quote
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
Suits, Tanks, a mode
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JIMvc2
Consolidated Dust
665
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Posted - 2015.02.11 04:46:00 -
[2] - Quote
(-í-¦ -£-û -í-¦)
I'll inform Kim Jog Un :p
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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Kim Jog Un
Eyniletti Rangers Minmatar Republic
5
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Posted - 2015.02.11 04:47:00 -
[3] - Quote
I heard someboooodddyyyy needed me ? |
Petrified Ancient Tree
Expert Intervention Caldari State
14
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Posted - 2015.02.11 04:50:00 -
[4] - 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 Yeah, that is a fun map... lots of chutes and ladders kind of map.
Yes... CCP has received money from me in exchange for goods and services related to DUST 514
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DeadlyAztec11
Ostrakon Agency
7425
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Posted - 2015.02.11 05:02:00 -
[5] - Quote
Kim Jog Un wrote:I heard someboooodddyyyy needed me ? Oh glorious supreme righteous guiding leader of revolution!
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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DRT 99
Storm Wind Strikeforce Caldari State
80
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Posted - 2015.02.11 05:03:00 -
[6] - Quote
go back to honeyd*cking reporters, kim jong un. |
Joel II X
Bacon with a bottle of Quafe
6123
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Posted - 2015.02.11 05:15:00 -
[7] - Quote
I have yet to play on that map. Why? |
The Eristic
Dust 90210
792
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Posted - 2015.02.11 05:20:00 -
[8] - Quote
Still haven't gotten it.
Reality is the original Rorschach.
Verily! So much for all that.
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Timtron Victory
Horizons' Edge
354
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Posted - 2015.02.11 05:54:00 -
[9] - Quote
Joel II X wrote:I have yet to play on that map. Why?
Buy Aurum scrub
ISK Weekly Lottery
Proud Christian
Jesus Loves You
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Xocoyol Zaraoul
Superior Genetics
3228
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Posted - 2015.02.11 06:44:00 -
[10] - Quote
Sounds like the old map that was Second Stage Skirmish 1.0 in closed beta
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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The Infected One
Fatal Absolution General Tso's Alliance
1434
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Posted - 2015.02.11 06:47:00 -
[11] - Quote
Xocoyol Zaraoul wrote:Sounds like the old map that was Second Stage Skirmish 1.0 in closed beta Not quite. Apparently there is another new map, 2 of my regular squad mates have played on it (allegedly) but I have yet to see it. The new map in question however, is decent. When it doesn't lag as hard as the Gallente research facility.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Wilhelm Klingspor
DUST University Ivy League
673
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Posted - 2015.02.11 10:02:00 -
[12] - 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?
Yeah, pretty strange they are not all song and dance about it. Any new content is good Content in terms of maps imo.
I ave yet to play on it though, saw it on a video from this Beast guy.
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
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CCP Rattati
C C P C C P Alliance
17067
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Posted - 2015.02.11 11:37:00 -
[13] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Wilhelm Klingspor
DUST University Ivy League
674
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Posted - 2015.02.11 11:43:00 -
[14] - 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.
Nice, made too small by means of redline is shafting Dropship users a bit in terms of swarm escape but other then that i am enjoying the smaller maps tremendously and if it helps with performance than cool. So keep it up, thanks.
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
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Alex-ZX
Valor Coalition Red Whines.
253
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Posted - 2015.02.11 11:45:00 -
[15] - 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.
Medium and shorts would work perfectly. Plz no more colossal places where it takes an eternity to find someone. :)
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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duster 35000
Algintal Core Gallente Federation
238
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Posted - 2015.02.11 11:56:00 -
[16] - 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. I haven't played it, so I can't say anything, it'd be nice if it appeared more often.
Choo Choo
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Pagl1u M
Dead Man's Game RUST415
1490
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Posted - 2015.02.11 11:59:00 -
[17] - 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. Wonderful, I always thought maps were too big, I mean we can only play in a little part of an enormous map. Performance should be the Key word atm
One of the few assaults you'll find in a PC match!
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
871
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Posted - 2015.02.11 11:59:00 -
[18] - 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. :)
yes. heavy/logi blobs are sad by big maps |
Alex-ZX
Valor Coalition Red Whines.
254
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Posted - 2015.02.11 12:04:00 -
[19] - Quote
DeathwindRising wrote: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. :) yes. heavy/logi blobs are sad by big maps
If I wanted to play try hard is just question about.. Do I have to call for one lav.. Lol don't misunderstand, but those big maps are pretty bad for new players. I don't mind if they still appearing, I have suits and weapons to counter them, but if u want to learn more mechanics of the game u have to play in "short maps" I'm still missing communication 24/7 (good beta option)
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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Spaceman-Rob
T.H.I.R.D R.O.C.K
731
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Posted - 2015.02.11 12:56:00 -
[20] - 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.
If that's the case then please make changes ASAP to the current laggy maps or remove them from rotation completely. |
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Spkr4theDead
Red Star.
2894
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Posted - 2015.02.11 13:04:00 -
[21] - 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? I've had that only once or twice. It was pretty cool from what I remember.
I'm gonna sacrifice a Python to check out that huuuuuuuge blue building on one of the new maps some time. I'd prefer to record it.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2894
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Posted - 2015.02.11 13:09:00 -
[22] - 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. How about the hangar of a warbarge or MCC? You could put vehicles in it being repaired, cool stuff like that. Dunno what could be done with usable vehicles in that, though.
Obviously far down the line.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2894
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Posted - 2015.02.11 13:10:00 -
[23] - Quote
Pagl1u M 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. Wonderful, I always thought maps were too big, I mean we can only play in a little part of an enormous map. Performance should be the Key word atm Too big now? You probably never played skirmish 1.0.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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WeapondigitX V7
The Exemplars RISE of LEGION
220
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Posted - 2015.02.11 13:18:00 -
[24] - Quote
Wilhelm Klingspor 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. Nice, made too small by means of redline is shafting Dropship users a bit in terms of swarm escape but other then that i am enjoying the smaller maps tremendously and if it helps with performance than cool. So keep it up, thanks.
having simpler maps is fine, but please make sure the redline barriers are very far away, makes it easier to flank in many different ways and not die during enemy proto stomps because they cant reach me with rail rifles.
The map with the mcc parked in the middle of the map is awesome because it has many height levels that a player can choose to reach. It means that if a heavy is dominating the ground, light weapon users can still try to maintain range by firing from up high until the heavy climbs up to them. Then the light weapon users can fire from below at 50m ranges at heavies on high platforms that are firing at players on the ground.
Please continue to create maps with lots of vertical movement options that can be accessed by the ground and many other platfroms, such as the MCC map I mentioned above. The map is great because every suit in skilled hands can prosper during enemy proto stomps. The map could have its redline barriers moved further away, but you probably don't need to add any extra things on that map yet.
Remember, simple maps means much more predictable player movement paths and thus its harder to find areas to move around large enemy protostomping players so you can fire from behind without a cloak.
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Corbina Ninja
Maphia Clan Unit Unicorn
1223
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Posted - 2015.02.11 13:52:00 -
[25] - Quote
Spkr4theDead wrote:Pagl1u M 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. Wonderful, I always thought maps were too big, I mean we can only play in a little part of an enormous map. Performance should be the Key word atm Too big now? You probably never played skirmish 1.0.
there are 2 or 3 maps in a single terrain in the red line this makes no sense because there are no objectives but still consume ram
«Questa è l'Italia del futuro: un paese di musichette mentre fuori c'è la morte.»
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Kayla Michael
Tactical Logistics and Cargo
72
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Posted - 2015.02.11 13:57:00 -
[26] - Quote
Would be nice if I had my PS3 on me to see it for myself.
I eat drahp uplink, me thinks this isn't a cookie. ~
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Avallo Kantor
444
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Posted - 2015.02.11 14:40:00 -
[27] - 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.
So far I find all the new maps to be amazing.
One thing that always initially attracted me to DUST was the promise of what sockets could be made to do: An explosion of "maps" based on a much smaller subset of terrains, moods, and sockets combinations. Potentially allowing DUST to have more maps than any other FPS ever made.
A question on the topic of performance however; does having a smaller playable area impact performance, or is it just the socket inclusion?
For example, what if you had a map that was using that entire "railroad" length with a train on one side, and then just the depot on the other, with a large, mostly empty area (so you'd have less sockets in the map than the normal train terminal) with objectives on the train / depot?
The idea I am trying to get to here is a map type with objectives so far apart that infantry have to deploy dropships / LAVs to gain the maneuverability between points.
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Arkena Wyrnspire
Fatal Absolution
22102
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Posted - 2015.02.11 15:29:00 -
[28] - 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.
Good!
Smaller maps are also faster paced, which is important when you have skirmish maps ~1km across and much of the match is spent running from point to point rather than engaging.
:Bittervetting intensifies:
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Kuruld Sengar
ROGUE RELICS VP Gaming Alliance
200
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Posted - 2015.02.11 16:39:00 -
[29] - 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. No! The large maps are my favorite and help cut through the monotony of open spaces for me. Nova knifers are at home in these large sockets, and live for when these maps appear. Edit: My objection is to their removal, not to any changes deemed necessary. |
Dreis Shadowweaver
T.H.I.R.D R.O.C.K
1941
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Posted - 2015.02.11 18:14:00 -
[30] - Quote
Is this the map?
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
You got gud - DAAAA BEAST
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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
|
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
|
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.
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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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