Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.30 05:44:00 -
[1] - Quote
Despite the obvious lag issues with the Gallente Research Facility outpost, it was probably the single most intriguing map to fight on. Objectives had to be fought over and, while challenging, made for some really interesting confrontations.
The same -cannot- be said for the Orbital Artillery outpost and the Communications Outpost, both of which rely heavily on rooftop gameplay to establish control over an objective. This would be fine and well if it weren't for the fact that those rooftops have direct visual over some of the most important objectives in the match and are largely inaccessible by standard gameplay, meaning that matches are often determined by who gets there first.
Having limited options to remove these offending players, it means that whoever gets these tactical locations first can often hold objectives indefinitely. This leads to very repetitious gameplay and tactics that have been repeated as long as anyone can remember.
Ultimately, rooftop play should be a means to both suppress and cover the pathways leading to objectives, not the objectives themselves, to reduce stagnant gameplay.
Caldari Biomass Outpost
I've highlighted the most important buildings in this map via color differentiation and shown the locations of the objectives. Bear in mind that objective Alpha is not always there as some maps don't support enough objectives for it to be there.
This map has a notoriety for rooftop play in which many of the major buildings have actually been given monikers to denote their significance. The "Playstation Building", the "Mushroom", and the "Tower", respectively. All three of these buildings off excellent cover over an area and only two of them can be accessed with Myofibrils the building colored blue can be accessed only, to my knowledge, via the fence line on A/B-6/7 and the Green building can can be accessed via the blue building by a jump between D-8 and F-7.
The use of Myofibrils offers some leeway but it is a very specialized fit and will only get you so far. The very top of the green building requires the use of a Dropship and the red building simply -cannot- be accessed any other way. This makes for a very difficult situation in which it nigh impossible to get rooftop campers off and they have direct line of sight over the objectives.
The building colored in Blue offers a great overview of the entire area and can prevent a lot of ground-play moving between objectives, as seen here.
The building colored in Green offers -DIRECT LINE OF SIGHT- on both objectives outside the building, as seen here and here.
This forms a race to see who gets the buildings first and the game escalates from there, with players on the blue building vulnerable to both the green and red, and the green building vulnerable to red and blue. However the red building is ideal for taking out players on the other two buildings. Ultimately, this revolves around the fact that both objectives are extremely vulnerable to this height gameplay and it makes for -INCREDIBLY- repetitive matches. With some maps only having these two objectives, it makes for a grueling experience.
To solve for this, I'd recommend moving the objectives in locations that are less likely to be camped by these buildings and would require both teams to have to commit to a fight rather than simply hacking the objective and covering it via the buildings. You can see those potential points here.
Feel free to discuss. I'll have the other map (Orbital Artillery) ready to go when I get back home from dinner.
Aeon Amadi for CPM 2
Design A SKIN 2
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