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Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.16 22:02:00 -
[1] - Quote
I played a fair amount of the new maps these past 2 days and as a Scout one things I noticed was the lack of cover from obstacles, debris, or other objects. There were several Skirmish & Assault maps where I found myself straight sprinting through opens fields to get to where I needed to be without any opportunity to duck behind rocks, boulders, hills, wreckage, structures etc. to avoid snipers & other predators trying to take me out on my way.
I understand many of those maps were created with the use of theUniversal Seeding generator, but I feel like the addition of more obstacles will improve gameplay & allow for more tactical actions through the use of cover, flanking, and other tactics.
With all these open fields, I'm surprised there aren't foxholes and trenches leading everywhere to provide some defense for these mercs. |
Forlorn Destrier
ZionTCD Legacy Rising
915
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Posted - 2012.08.16 22:08:00 -
[2] - Quote
Dante Daedrik wrote:I played a fair amount of the new maps these past 2 days and as a Scout one things I noticed was the lack of cover from obstacles, debris, or other objects. There were several Skirmish & Assault maps where I found myself straight sprinting through opens fields to get to where I needed to be without any opportunity to duck behind rocks, boulders, hills, wreckage, structures etc. to avoid snipers & other predators trying to take me out on my way. I understand many of those maps were created with the use of theUniversal Seeding generator, but I feel like the addition of more obstacles will improve gameplay & allow for more tactical actions through the use of cover, flanking, and other tactics. With all these open fields, I'm surprised there aren't foxholes and trenches leading everywhere to provide some defense for these mercs.
I would love trenches and foxholes!
Also, I don' t want to completely get rid of open fields - these add a challenge of their own. |
Raynor Ragna
266
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Posted - 2012.08.16 22:10:00 -
[3] - Quote
Yeah. There definately needs to be more spots for cover.. Or faster deployment of LAVs.
I'd really love to see deployable structures stay in fight even when they've been killed. Especially if they can stay there between rounds.. Though that'd take SOOO much work.
As a sniper... I do love the openness of the map. SO MANY KILLS |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.08.16 22:23:00 -
[4] - Quote
I've only had one match on one of the new wide open maps, but I liked it. The scout suit's fragility is a total liability, but its speed is like a super power. All you have to do is run way off to the side to get the terrain between you and the opponent, then pivot and run alongside to close the distance. Most people I've fought have been too dim witted to try and get higher up, so I simply turn the bend and run smack into them.
SMG time. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.08.17 00:53:00 -
[5] - Quote
Raynor Ragna wrote:Yeah. There definately needs to be more spots for cover.. Or faster deployment of LAVs.
I'd really love to see deployable structures stay in fight even when they've been killed. Especially if they can stay there between rounds.. Though that'd take SOOO much work.
As a sniper... I do love the openness of the map. SO MANY KILLS
That would be so epic on a district or planet that is constantly fought over. To have 500 littered, ruined husks of turrets or installations, the ground blackened and scorched from the waves of destruction that passed over it...
A bottleneck created from the ruins of previous installations, forcing a narrow killzone no soldier dares tread... |
Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.17 15:33:00 -
[6] - Quote
Shameless self bump. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.08.17 18:01:00 -
[7] - Quote
Ive always thought it would be neat if they wrecks of the vehicles would stay on the ground for the duration of the fight. You could hide behind them and use them as cover, or create a bottleneck where other tanks would have a hard time getting through. |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
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Posted - 2012.08.17 18:15:00 -
[8] - Quote
Or grass and trees. Even a wartorn planet should have trees, or what is left of trees. Shrubs. Grass. Birds. Bugs. Give me some LIFE!! Even if it's tan/grey things that once had life - at least it would look more realistic than just flat textured polygons. |
Jinzor Cald
SyNergy Gaming
7
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Posted - 2012.08.17 19:41:00 -
[9] - Quote
J'Jor Da'Wg wrote:Raynor Ragna wrote:Yeah. There definately needs to be more spots for cover.. Or faster deployment of LAVs.
I'd really love to see deployable structures stay in fight even when they've been killed. Especially if they can stay there between rounds.. Though that'd take SOOO much work.
As a sniper... I do love the openness of the map. SO MANY KILLS That would be so epic on a district or planet that is constantly fought over. To have 500 littered, ruined husks of turrets or installations, the ground blackened and scorched from the waves of destruction that passed over it... A bottleneck created from the ruins of previous installations, forcing a narrow killzone no soldier dares tread...
You know, that is actually quite a good idea.
Why not, if a district of a planet has not been fought over much recently, have the terrain and atmosphere/weather seed to show a more lush, untouched-by-war landscape. But, as more battles are fought over that district (over a short period of time), have the seed choose a more cloudy, polluted, smokey landscape with craters, static objects representing destroyed vehicles/turrets/buildings from previous conflicts along with a few hazards (e.g. fires, radiation/oil leaks from pierced silos/pipes, depends what extractor/building you're fighting over on that district maybe) etc. The more battles fought in that area over a short period of time, the more hazardous and darker/dangerous it becomes depending on a set number of factors (type of planet, type of installation being fought over on that district etc).
Eventually a district's landscape will return to its former self if that district has been left alone for quite some time; no more wrecks/signs of destruction or as many hazards as there used to be, if there were any hazards before the conflicts (lava planets start off with hazards, temperate planets do not start off with any hazards etc). |
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