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Author |
Thread Statistics | Show CCP posts - 1 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 17:29:00 -
[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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4447
ZionTCD Legacy Rising
648
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Posted - 2012.10.26 18:07:00 -
[2] - Quote
could it be a 5 point map? |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 18:19:00 -
[3] - Quote
4447 wrote:could it be a 5 point map? why?
this map is by far the most balance for the two sides. you rarely find yourself spawn camped if at all. |
lordjanuz
Norwegian Dust514 Corporation
88
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Posted - 2012.10.26 18:28:00 -
[4] - Quote
This is the best map.
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Jariel Manton
SVER True Blood Unclaimed.
210
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Posted - 2012.10.26 19:15:00 -
[5] - Quote
There is one problem with this map. The points with the roofs are on one side of the map. Spawning on the C,D side is an advantage due to orbital strikes. Its nearly impossible to get a good orbital on these points. Other than that the natural barriers and map clutter make for a very tactical map because there are multiple ways to approach each position. |
Villanor Aquarius
Shattered Ascension
79
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Posted - 2012.10.26 19:20:00 -
[6] - Quote
The blaster near D has a bit too commanding a position overlooking the supply point on that side.
Can we get a second staircase on the supply point platform as currently you are very open to the enemy when you attempt to get up there |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.10.26 19:38:00 -
[7] - Quote
So in the end we won't be getting randomly created maps?
Or are the maps made in chunks so they are modular to keep balance working alright? I'm honestly really curious. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.10.26 19:40:00 -
[8] - Quote
Only issue I have with this map is having the MCC spawn point and the building spawn points. This is very confusing. I would place the MCCs above the starting building points. This would make spawning more simple, and make the red zone bases make more sense.
I made a mock up in photoshop how can I send it you/post it here without breaking NDAs? |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 19:51:00 -
[9] - Quote
Villanor Aquarius wrote:The blaster near D has a bit too commanding a position overlooking the supply point on that side.
Can we get a second staircase on the supply point platform as currently you are very open to the enemy when you attempt to get up there
that supply depot is a death trap for the people attacking from the bottom. i keep trying to get up there without being hit by that turret that has an impressive area of view. (i always take that turret and spawn camp anyone who tries to spawn behind it)
and that turret had a strait shot on the console in B. i'm glad they changed the consoles because if the enemy had that turret they could just instanty keep killing anyone that tied to get on B.
it also has a great area of effect unlike the turrets to the south. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
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Posted - 2012.10.26 20:42:00 -
[10] - Quote
One question that has bothered me is that the C-D side have three back spawns ( the left and right side of the maps and then from MCC), while the A-B side has only 2 back spawns (the left and the MCC).
This is one of the more balanced maps with the exception of this and C-D being better to hold down. |
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Lilith Serenity
Hellstorm Inc League of Infamy
7
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Posted - 2012.10.26 22:19:00 -
[11] - Quote
I feel C and D are easier to defend most of the time due to the fact that the buildings shelter the objectives from orbital strikes. To balance it out I would suggest moving one of the buildings to the southside. |
Enkidu Camuel
Tritan-Industries Legacy Rising
69
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Posted - 2012.10.26 22:26:00 -
[12] - Quote
This is one of my fav maps, and I gotta say something... there's a great construction in the north, when I die or I'm selecting my fittings I always take a look at that building, that thing it's huge and it looks like somekind of spaceport or a gigantic hangar bay, it would be awesome having matches there... a future map perhaps? |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 03:37:00 -
[13] - Quote
Great card! Left wing, right wing and center. Very easy to navigate on this map. Almost have no options without output situations. It seems to me there is not enough description of the map. Ie what to do in a particular area, these objects.
From Russia with Love |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.10.27 15:53:00 -
[14] - Quote
Lilith Serenity wrote:I feel C and D are easier to defend most of the time due to the fact that the buildings shelter the objectives from orbital strikes. To balance it out I would suggest moving one of the buildings to the southside. That's what I did in my mock up, with A up north |
WhatszGudDawg
ZionTCD Legacy Rising
48
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Posted - 2012.10.28 02:07:00 -
[15] - Quote
Please put some consideration make this map a Skirmish only. It seems way too big for Ambush, gameplay is always slow, your always constantly searching for kills, your being killed for your wandering. Just a thought. |
Ultra Boomer2
GRIM MARCH SpaceMonkey's Alliance
5
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Posted - 2012.10.28 19:37:00 -
[16] - Quote
this is by far my favorite skirmish map. but I don't see it very often anymore. the map is well designed and easy to defend all the points, but not like you can't get near them. |
Pyranos Grigsby
Sanmatar Kelkoons Minmatar Republic
6
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Posted - 2012.11.02 20:25:00 -
[17] - Quote
Like most people, this is my favorite map. There are a lot of strategic points you can take up if you are a sniper, and there are lots of ways in and out of each objective. The north side of the map is easier to defend because you have the cover of the two warehouses and the high ground if you get on top of either warehouse. Furthermore, you have the high ground of the platform in the center of the map if you are able to hold off attackers from A and B.
Some suggestions for the map would be to include a third rear spawn for the south side of the map, and possibly giving that side some orbital cover. Then again, if a team wants the orbital cover, they need to make a break for one of the north objectives. An easy way to do this, if you are on the south side team, is taking the CRU over by C and using that point to spawn your team in to take that objective. |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.11.03 17:14:00 -
[18] - Quote
I've just got stuck in a hole on this map ...
From the North West tower ... walk along to the end of the tubes where they disappear into the ground ... now walk directly towards objective C. Before you cross the road there is a small mound, this is where I got stuck. I got the falling through the map sound effect and could not escape, also exiting the overview map would allow me to use the jump button for a brief time but it would only jitter about and not free me.
Hope you find this one and repair it. |
Cross Atu
Conspiratus Immortalis
774
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Posted - 2012.11.03 19:23:00 -
[19] - Quote
Skirmish If spawing in the north and redlined there is little to nothing a team can do. The baster on the north-east side can shoot into much of the ground spawn structure, sometimes killing players before they're fully spawned in (the whole, you're body is there but you can't see/move yet spawn mechanic). While a dropship in the air can pick off those spawning from the MCC before they're able to leave the mountains.
I was spawned into a redlined game yesterday in this situation where a Dropship, a tank and that blaster were able to spawn camp both locations 100%. Even as players left the game and other squads were added not once was a single merc able to make it out of the redzone alive (or take proper cover to return fire, or set an uplink elsewhere, etc) much less do anything to put up a fight.
Rotating the ground spawn structure so it's opening faces north would fix this problem as it would eliminate all lines of fire into the ground spawn zone and give some possibility of action when spawning in. It might also require shifting the redline to effectively prevent Dropships from camping the spawn mouth.
Regardless of the chosen solution the map needs a tweak, it's one thing to spawn camped on an uplink, or to be redlined, it's another to be killed on spawn in before you can act with zero option to adapt.
0.02 ISK Cross
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Xubber II
The Southern Legion
4
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Posted - 2012.11.05 08:28:00 -
[20] - Quote
The best map by far nice work CCP. |
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J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.11.05 20:10:00 -
[21] - Quote
It would add more variety if the overhanging buildings could be seperated and switched with other terrain pieces, such as one being where B is and the other at D. |
Danny McCaig
Osmon Surveillance Caldari State
0
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Posted - 2012.11.07 17:19:00 -
[22] - Quote
Yea, I'v gota agree.. This Is a great map for Ambush, Skirmish also - not that I play Skirmish that often. It's one of the map's where there's something for everyone, no matter what your "thing" is - i.e BEST TEAM WINS
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Django Quik
R.I.f.t
219
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Posted - 2012.11.09 14:45:00 -
[23] - Quote
It seems to be impossible to hit the Large Railgun Installation South of A with swarm launchers, as the swarms always crash into the mound at its base, even when firing from atop one of the high buildings. |
Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2012.11.16 23:15:00 -
[24] - Quote
There's some really fun structures in the redzones that are open in ambush. Particularly the spots A1 and A5. I would like a variation with some spawn set in those areas. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
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Posted - 2012.11.18 17:38:00 -
[25] - Quote
I remember back during the E3 build where all of us were forced to play this map repeatedly (back when it was known as Plateau) and it was full of bugs and issues. Looks like constant abuse of the map has resulted in the most balanced map in the game. Thank you, CCP.
This map is perfect for so many professions that my knifing profession also works to its full potential here without having to worry too much about the vehicles. |
Bojo The Mighty
Bojo's School of the Trades
427
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Posted - 2012.11.26 01:53:00 -
[26] - Quote
I Find that the map is too cluttered and favorable to certain people, in particular the C D side. There are just a ton of things to hide behind but then random open areas that favor the C/D side because of the amount of things they can hide behind. A/B side does have cover, but again its more cluttered than strategic or useful. Also, A/C side turrets are easily avoided and mostly useless. Previously said by *fill in name here*, the D turret is a little too commanding, but can easily be taken out so i guess that's only fair.
Suggestion: Make A easier to approach from the East Make the East side of B a little less vehicle accessible but if using hills, at least put a decent foot paths heading North, Northwest, and keep the South branching road C/D are too easy to take back by the North Team by vehicles and shotty-scouts, place tank barriers extending to the north |
petePESTILENCE
Seituoda Taskforce Command Caldari State
9
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Posted - 2012.11.26 09:06:00 -
[27] - Quote
This is a good map... When Spawning from the north side (from mcc) if you use your inertia bumper right you can use the mountains as a nice little vantage point for all your sniping needs |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.11.29 00:29:00 -
[28] - Quote
Needless Sacermendor wrote:I've just got stuck in a hole on this map ...
From the North West tower ... walk along to the end of the tubes where they disappear into the ground ... now walk directly towards objective C. Before you cross the road there is a small mound, this is where I got stuck. I got the falling through the map sound effect and could not escape, also exiting the overview map would allow me to use the jump button for a brief time but it would only jitter about and not free me.
Hope you find this one and repair it. Ahh now we have a grid ... the rock I was talking about is in the very bottom left corner of B3. |
Jaevla
Osmon Surveillance Caldari State
2
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Posted - 2012.11.30 15:55:00 -
[29] - Quote
Got stuck in a turret near what i think was objective D... the turret was located near b5 or 6 on the map....i could fire the turret but even though i tried repeatedly i couldnt leave the turret........ |
padraic darby
Fox Hound Unit
0
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Posted - 2012.12.02 03:52:00 -
[30] - Quote
there are many places that shield you from orbital strikes in that map. |
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