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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Cmdr Wang
C C P C C P Alliance
1876
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Posted - 2012.10.26 17:14:00 -
[1] - Quote
High resolution image
Skirmish Two teams vie for control of a designated planetary location by destroying the enemy Mobile Command Center (MCC) in the area while protecting their own. By capturing and maintaining control of NULL cannon installation components, a team is able to increase the amount of damage done to the enemy MCC. The more NULL cannons held, the faster the enemy MCC takes damage. The battle is over when one of the MCCs is destroyed. |
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Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.26 17:39:00 -
[2] - Quote
Thank you CCP Commander Wang. Question for you: when we encounter bugs in specific areas of the map, we haven't been able to report them because we have to say something like, "the hill by the thing next to the other thing but just around the corner". So a lot of bugs we see you don't get specifics. With these screenshots, will it be ok for us to use programs such as Paint (or whatever) to draw circles and upload the new images to show where exactly the issues occur? I'm guessing this is ok, but I like I like ot be 100% sure ahead of time. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
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Posted - 2012.10.26 17:43:00 -
[3] - Quote
Forlorn Destrier wrote:Thank you CCP Commander Wang. Question for you: when we encounter bugs in specific areas of the map, we haven't been able to report them because we have to say something like, "the hill by the thing next to the other thing but just around the corner". So a lot of bugs we see you don't get specifics. With these screenshots, will it be ok for us to use programs such as Paint (or whatever) to draw circles and upload the new images to show where exactly the issues occur? I'm guessing this is ok, but I like I like ot be 100% sure ahead of time.
Because of the NDA you will not be able to. The map feedback forum currently only allows devs to post images. We will consider other options in an official feedback suggetion thread that I will post shortly. |
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Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.26 17:56:00 -
[4] - Quote
Thank you for the fast response |
Oxskull Duncarino
Shadow Company HQ
162
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Posted - 2012.10.26 18:03:00 -
[5] - Quote
If each image of the maps had their edges numbered then we could give you the coordinates of the bug encountered. |
Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.26 18:04:00 -
[6] - Quote
Oxskull Duncarino wrote:If each image of the maps had their edges numbered then we could give you the coordinates of the bug encountered.
great idea! |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
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Posted - 2012.10.26 18:09:00 -
[7] - Quote
Forlorn Destrier wrote:Oxskull Duncarino wrote:If each image of the maps had their edges numbered then we could give you the coordinates of the bug encountered. great idea!
+1 |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.10.26 18:13:00 -
[8] - Quote
CCP Cmdr Wang wrote:Because of the NDA you will not be able to. The map feedback forum currently only allows devs to post images. We will consider other options in an official feedback suggetion thread that I will post shortly.
Suggestion, how about CCP adds some grid lines to the image. Saying "the diagonal roof at A4", is a lot easier than saying "The diagonal roof just a little north west of the centre building" |
lordjanuz
Norwegian Dust514 Corporation
88
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Posted - 2012.10.26 18:33:00 -
[9] - Quote
Hard to play lonely,but very good map for teamplay. |
trollolollo man
Maphia Clan Corporation CRONOS.
24
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Posted - 2012.10.26 19:12:00 -
[10] - Quote
in skirmish the enemy can do spawnkill whit the tank under the mcc spawn |
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Leovarian L Lavitz
Tritan-Industries Legacy Rising
278
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Posted - 2012.10.26 19:39:00 -
[11] - Quote
a work around for bug location designation is to get the pixel coordinates on the map, (1300, 450) and say that is approx where the bug occured |
Belzeebub Santana
SVER True Blood Unclaimed.
409
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Posted - 2012.10.26 20:34:00 -
[12] - Quote
Dewie Cheecham wrote:CCP Cmdr Wang wrote:Because of the NDA you will not be able to. The map feedback forum currently only allows devs to post images. We will consider other options in an official feedback suggetion thread that I will post shortly. Suggestion, how about CCP adds some grid lines to the image. Saying "the diagonal roof at A4", is a lot easier than saying "The diagonal roof just a little north west of the centre building"
Yes a grid would solve everything |
Lilith Serenity
Hellstorm Inc League of Infamy
7
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Posted - 2012.10.26 22:08:00 -
[13] - Quote
My suggestion for this map is to put some structures around the MCC drop location east of A to give those dropping down some cover. As it is, if the opposing side forces us all the way back to intial spawns the only viable option is the buildings to the southeast. |
Illuminaughty-696
Omega Risk Control Services
201
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Posted - 2012.10.26 22:09:00 -
[14] - Quote
Oxskull Duncarino wrote:If each image of the maps had their edges numbered then we could give you the coordinates of the bug encountered.
This. Grids. It would also allow more interesting tactical planning. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
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Posted - 2012.10.26 23:04:00 -
[15] - Quote
Leovarian L Lavitz wrote:a work around for bug location designation is to get the pixel coordinates on the map, (1300, 450) and say that is approx where the bug occured
That seems like a logical, although temporary, solution. |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 03:14:00 -
[16] - Quote
Good map but need more people in it. Fun to run around from point to point. And the ship at the center lets know that the battle goes for him. |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 03:28:00 -
[17] - Quote
Lilith Serenity wrote:My suggestion for this map is to put some structures around the MCC drop location east of A to give those dropping down some cover. As it is, if the opposing side forces us all the way back to intial spawns the only viable option is the buildings to the southeast. As I understand it must be so is always more difficult to attack than defend. Arrived in the sector and there you have, and defense around? No will be too easy then. But if in the future will have an opportunity choose where to attack in the map and establish defenses to decide all by itself. And I like it.
Stop trying to to make of CoD and BF please comrades players.
From Russia with Love |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.10.27 07:43:00 -
[18] - Quote
Maken Tosch wrote:Leovarian L Lavitz wrote:a work around for bug location designation is to get the pixel coordinates on the map, (1300, 450) and say that is approx where the bug occured That seems like a logical, although temporary, solution.
It is, but if the minimap actually contained a mini map, and had grid lines/coordinates on it as well, it would make coordinating the battle much easier in game as well. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.10.28 00:57:00 -
[19] - Quote
A negative aspect from this map is the lack of sectors to safely bring vehicles. I usually require someone to watch over me as I send RDV requests. |
Average Joe81
Circle of Huskarl Minmatar Republic
21
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Posted - 2012.10.28 02:02:00 -
[20] - Quote
out of all the maps, ashland is by far the best. It is fair for all specializations unlike Manus peak. |
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Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.10.30 00:37:00 -
[21] - Quote
I think something needs to be done about the turret near C in the center of the map. You can lock down pretty much the whole map with it and use it to camp spawns in 3 different objectives at the same time.
I'd suggest either changing it to a Large Rail Gun or removing some of the cover that's around the turret so it can be destroyed with a Swarm Launcher from objective E to level the playing field a little. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 06:48:00 -
[22] - Quote
Cerebral Wolf Jr wrote:I think something needs to be done about the turret near C in the center of the map. You can lock down pretty much the whole map with it and use it to camp spawns in 3 different objectives at the same time.
I'd suggest either changing it to a Large Rail Gun or removing some of the cover that's around the turret so it can be destroyed with a Swarm Launcher from objective E to level the playing field a little. i target that gun as soon as i can. it's usually the first thing i destroy on the map. it's equal distance from both sides and can be an effective asset to who controls it. |
Iron Wolf Saber
BetaMax.
2864
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Posted - 2012.10.31 23:42:00 -
[23] - Quote
Its possible on the top of the silos located to the south of the map to shoot though barricades designed for infantry protection. Confirmed weapons so far laser rifle.
Possible attribution to lag and client not updating physical positioning of the shooter as standing would allow for shooting over the barricade. |
Pyranos Grigsby
Sanmatar Kelkoons Minmatar Republic
6
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Posted - 2012.11.02 20:33:00 -
[24] - Quote
Lilith Serenity wrote:My suggestion for this map is to put some structures around the MCC drop location east of A to give those dropping down some cover. As it is, if the opposing side forces us all the way back to intial spawns the only viable option is the buildings to the southeast.
Even in the southeast spawn location, you can be camped by a good dropship pilot. If your team is getting redlined, both spawns are awful on that side of the map. The northwest spawns are much easier to protect if you are getting redlined. It might be hard to spawn at the MCC, but you can spawn at the top spawn and be relatively safe. A bigger building on the southeast spawn would solve this issue I think. |
Sandromin Hes
Sand Mercenary Corps Inc.
204
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Posted - 2012.11.03 02:57:00 -
[25] - Quote
Pyranos Grigsby wrote:Lilith Serenity wrote:My suggestion for this map is to put some structures around the MCC drop location east of A to give those dropping down some cover. As it is, if the opposing side forces us all the way back to intial spawns the only viable option is the buildings to the southeast. Even in the southeast spawn location, you can be camped by a good dropship pilot. If your team is getting redlined, both spawns are awful on that side of the map. The northwest spawns are much easier to protect if you are getting redlined. It might be hard to spawn at the MCC, but you can spawn at the top spawn and be relatively safe. A bigger building on the southeast spawn would solve this issue I think.
Found ya Pyranos! And yes, I do agree, that side of the map gets redlined so easily, so I make it a point for my corp to rush C just so we don't get wrecked early. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
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Posted - 2012.11.09 11:58:00 -
[26] - Quote
Thank you all for the feedback so far we really appreciate it. Below are some comments from our level design team on Ashland map.
LD: Hi everyone, we would like to address the issue of spawn camping in the Ashland skirmish mode. We realize it can get problematic but we do have a fix planned for this and it will be implemented as soon as possible. We are also aware of the concern about the lack of air cover and we would like to hear your feedback on where you feel they are most needed and discuss this further with you all.
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arimal lavaren
L.O.T.I.S. Legacy Rising
186
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Posted - 2012.11.09 19:06:00 -
[27] - Quote
Underground maybe? Say from near but not on an Null Cannon to a way-point area like the CRUs. Probably best if it go's around the outside of the center complex as it's a death sentence to get caught in the lanes between those smaller structures on the outer areas of the map by a Drop ship. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.11.10 06:09:00 -
[28] - Quote
yeah! more underground paths! I love them in the orbital cannon map.
They add room for close quarters combat but cover from air. The underground path could end with a huge ladder going up to a sewer cap opening near one of the points. Or maybe let us in some of the buildings?
Just some sort of covered travel where it makes sense. |
Detective Scroats
THE MASSIVE DYNAMIC
1
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Posted - 2012.11.11 01:28:00 -
[29] - Quote
There Needs to be more enterable buildings. Right now I get the feeling that CCP is trying to avoid doing this, but it is neccesary. there are a lot of cool buildings but it will be dissappointing knowing they are all mostly set peices. |
Adstellarum
G I A N T
6
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Posted - 2012.11.11 13:59:00 -
[30] - Quote
yea more enterable buildings would be nice not just for this map but many maps.. also maybe place some unmannable ground and Air turrets (i.e. ground to ground and ground to Air) and with cover initial spawn locations so that it is possible to not get spawned camped either by an enemy tank or dropship.... another suggestion i am going to make is a Command Point cap for bringing vehicles on the map.... currently in 16v16 maps being able to have more than 1 heavy tank on the field is highly disadvantageous especially to new people yesterday on the 5 point map the enemy had 3 Heavy tanks on the field... now if this was a 128v128 map i certainly would not have a problem but 16v16 is quite a bit unfair.... if you wish to add a Target Painting module (TP) used in conjuntion with say a sniper rifle that would both increase damage (because its target is more closely defined) against as well as add a lock on for homing missiles then in a 16v 16 i would have no problems with facing 3 tanks or a few dropships.... make the TP an R2 function on zooming in with the sniper rifle which the painter only works against vehicles/buildings... the TP would be broadcast to the entire team so those who have missiles can launch them straight into the air and they will then begin to home as soon as they have enough height to see the painted object the missiles obviously will have limited flight time can't make them too OP to be able to hit anything from the other side of the map. |
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MrBlobz
G I A N T
3
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Posted - 2012.11.11 21:52:00 -
[31] - Quote
Players can glitch into the null cannon E. I have yet to see this anywhere else, but I saw a player who would wait for us to come take the letter then pop out and kill one or two of us before retreating. it looked like he was immune to fire when he glitched into the letter. |
Jester 541
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2012.11.12 03:25:00 -
[32] - Quote
Oxskull Duncarino wrote:If each image of the maps had their edges numbered then we could give you the coordinates of the bug encountered.
You beat me to it :) I Agree with some type of grid mapping. |
Adstellarum
G I A N T
6
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Posted - 2012.11.12 16:01:00 -
[33] - Quote
MrBlobz wrote:Players can glitch into the null cannon E. I have yet to see this anywhere else, but I saw a player who would wait for us to come take the letter then pop out and kill one or two of us before retreating. it looked like he was immune to fire when he glitched into the letter.
i noticed this once as well... it would be nice if we could take screenshots with the ps3 and submit them to ccp with bug reports through a 2nd tool on the ps3 for this game.. or when you take a screenshot it will start a bug report form and when you leave the battle you have to enter in the details behind every screenshot... also being able to submit bug reports from the merc quarters would help too when it is something that a screenshot would not be able to help with |
MrBlobz
G I A N T
3
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Posted - 2012.11.12 22:34:00 -
[34] - Quote
Adstellarum wrote:MrBlobz wrote:Players can glitch into the null cannon E. I have yet to see this anywhere else, but I saw a player who would wait for us to come take the letter then pop out and kill one or two of us before retreating. it looked like he was immune to fire when he glitched into the letter. i noticed this once as well... it would be nice if we could take screenshots with the ps3 and submit them to ccp with bug reports through a 2nd tool on the ps3 for this game.. or when you take a screenshot it will start a bug report form and when you leave the battle you have to enter in the details behind every screenshot... also being able to submit bug reports from the merc quarters would help too when it is something that a screenshot would not be able to help with
I saw a thread about this in bug discussion today so I guess its not just this one letter, oh well |
Adstellarum
G I A N T
6
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Posted - 2012.11.14 17:16:00 -
[35] - Quote
i've figured out how to enter E and it is not that hard... there is no wall in the programming to prevent people from going in that letter... haven't tried the other letters in that map or the other maps |
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
10
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Posted - 2012.11.21 13:52:00 -
[36] - Quote
What about moving objects in the map things like the escalators you have in this one maybe as a merc you can turn them on by hacking them really quickly. |
Cross Atu
Conspiratus Immortalis
774
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Posted - 2012.11.29 11:08:00 -
[37] - Quote
One of the most enjoyable maps in the game in either play mode. The diversity of elevations and angles accessible to players creates a consistently diverse play experience, not just allowing for but nearly requiring adaptability and team play to truly do well (tho a sprint suited ninja hacker can clean up on this map solo after 1st spawning starter AV to pop the middle turret).
Very few areas are completely exposed but even fewer are highly secure I've run HAV, LAV, Dropship, Forge Gun, Assault, Sniper, CQC Scout, and Logi (lots of Logi) on this map all to great effect. Know your squad going in and coordinate via comms. True on all maps but especially Ashland where the terrain (and objective +CRU configuration in Skirmish) make fully locking down an area much more difficult. I'd love to see more maps in this style.
0.02 ISK Cross
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chevy imp66
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2012.12.02 06:21:00 -
[38] - Quote
The right hand side of the ammo supply in E3 you can go under the ramp just past the escalator then you get stuck in there and the only way to get out is to kill yourself . |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
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Posted - 2012.12.18 19:15:00 -
[39] - Quote
At 5C I remember one time climbing up the tall ladder of the pipe tower, to then take a step to the side and fall into the space between the pipes and the tower, such that I kept falling without moving, with the ability to use the acceleration dampeners, I eventually settled down and was finally able to open the options to commit suicide, so maybe,... that is acceptable? Though, probably worth looking into?
However, the ability to get stuck, and forced to suicide is actually cool, forcing the player to be careful, but the weird falling when stuck between a pipe and a frame with no floor, is kinda... If I recall correctly, opening the options menu when in falling-flight(?) is not allowed, which presents the problem with this issue. And the sort of duration I'm talking about is like 3 acceleration dampeners worth of falling until you finally settle down, even though, visually, there is no difference is position.
Ah, but in terms of fun of the map: well, I've developed a fondness to specializing in running people over with LAVs. This map presents some difficult maneuverability, but not to a degree that I'd complain about it, the challenge increases the fun of it.
DUST514, the new Wave-Race. Looking both ways before crossing the road, was never so important. |
Bendtner92
Imperfects Negative-Feedback
369
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Posted - 2012.12.23 10:11:00 -
[40] - Quote
On this new skirmish map, if you spawn on B it'll sometimes spawn you in an area between C and the CRU between B and C. This is lame if the enemy hold C and that CRU because you'll be surrounded by enemies when you spawn there. |
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Renato Vox
Osmon Surveillance Caldari State
0
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Posted - 2013.01.14 20:34:00 -
[41] - Quote
Average Joe81 wrote:out of all the maps, ashland is by far the best. It is fair for all specializations unlike Manus peak.
The first version wasn-Št so bad either.
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xAkantor
Carbon 7
5
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Posted - 2013.01.14 23:20:00 -
[42] - Quote
On the A-B connecting bridge on the west side of the A side. There is a wall next to the bridge for people to hide behind, if a tank with a blaster shoots at that wall, it will go through and can kill anyone on the other side of it. |
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