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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
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Posted - 2012.12.18 19:54:00 -
[31] - Quote
This is my favorite ambush map for running people over with the LAV, but I feel there is not enough obstacles in 3B, 3E, 3F. I would suggest putting something on the highways, and and or the dirt regions, in these areas, which is also somewhat of a cover issue as well, when it gets to the point of spawn camping.
For the north is would be nice is there was alternating cover towards the turret position in 2B, for skirmish. Both sides should be equally, as close as possible, among the clutter as one another, but north is too open.
DUST514, the new 'Wave Race'. Looking both ways before crossing the road, was never so important. |
Buwaro Draemon
Soldiers Of One Network Orion Empire
3
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Posted - 2012.12.21 22:42:00 -
[32] - Quote
I feel like as if the team on the south side (attacking team) have a slight dissadvantage because the main spawn points are located to far. The team on the north side (defending team) have a better chance at capturing 3 NULL cannons before the attacking team reaches one of theirs.
This issue is not game breaking, but it is a liitle bit unfair.
Please CCP, move the MCC and the base spawn areas jus a little but more further. |
Friendly Woodsman
Subdreddit Test Alliance Please Ignore
37
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Posted - 2013.01.04 17:04:00 -
[33] - Quote
In the top-left corner of section D3 on the grid, behind the structure there is a spot in the rocks that you can get stuck in. Can still look around, but there is an infinite falling sound and you have to suicide to get out. |
Tuskin Raid
Osmon Surveillance Caldari State
0
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Posted - 2013.01.05 21:33:00 -
[34] - Quote
Buwaro Draemon wrote:I feel like as if the team on the south side (attacking team) have a slight dissadvantage because the main spawn points are located to far. The team on the north side (defending team) have a better chance at capturing 3 NULL cannons before the attacking team reaches one of theirs.
This issue is not game breaking, but it is a liitle bit unfair.
Please CCP, move the MCC and the base spawn areas jus a little but more further.
yes i agree the spawn either needs to be moved closer for the attacking team or defenders need to be moved further away |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2013.01.13 00:32:00 -
[35] - Quote
The supply depot in 5D should be closer to the ground- it may be a glitch, but it isn't repairing my LAV. |
Anthony Talvanen
Royal Assassins Guild Imperial Crimson Legion
2
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Posted - 2013.01.17 07:37:00 -
[36] - Quote
The feel I get from this map when I play Skirmish on it is that the rally points C and D are much more valuable than A and B. Controlling those two points is essential to winning. They are most definitely the easiest to defend. Stack on the close range with the long range; there are small corners as well as nice roof sites with great views. Pretty much people can't approach this area if it is stacked with people.
Even if I spawn on the south side, I make it an effort to capture those two points. By taking those points, it makes it very easy to cut off reinforcements from the northern spawn (in the red zone). Every so often I'll see teams start to spawn camp the top spawn. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
|
Posted - 2013.01.21 00:26:00 -
[37] - Quote
Pipes near A are BUGGED ,You get stuck and hear wind.you can slowly move to were the pipe goes down .Heath is damaged getting out of bug. |
quinton lorne
Teknomen
13
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Posted - 2013.01.21 15:03:00 -
[38] - Quote
I miss this map the way it used to be, for that Rush style of game mode. Charging in as attackers and effing up the place like you just didn't care. Defending it and digging in like you were putting your life on the line to defend your very livelihood. I dunno man, it just seems like back then a lot more was on the line, and it made the battles that much more epic. Especially when you redline the defenders, but they manage to come back and beat you, truly a well earned victory.
Also does A really need a CRU right next to it? If it was further up the road, say between A and the supply point, or further back, just before the pipes, it wouldn't bother me so much, but being right next to A just seems, out of place.
Also the ladders on the central platform still have anchors on the rungs, as if its attached to an invisible wall. Considering the location of the ladder, seems kind of silly. Might make more sense if you anchored them to one of the corners, or took the anchor points off where there is no wall.
Otherwise I thoroughly enjoy the map, just some OCD things I've noticed. |
Absolute Idiom II
BetaMax.
68
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Posted - 2013.01.25 23:26:00 -
[39] - Quote
The blaster cannon in sector E4 has no view on anything, it can only kill what comes close. It is easy to ignore due to the view being blocked by the pipes inbetween it and B.
However the southern blaster cannon in sector D4 has a great view directly to the hacking panel at B and can even kill people attempting to hack.
The disparate power value between these blaster installations both in close proximity to B must be addressed. It makes the job for the team spawning in the south much harder. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
|
Posted - 2013.01.28 11:42:00 -
[40] - Quote
Pipes of death bug on pipes near A .get caught on invisible thing and get wounded getting out of pipe bug. |
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Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
|
Posted - 2013.01.28 11:49:00 -
[41] - Quote
Maybe ccp needs a new orbital ammo called newtron ammo that can kill people hiding under buildings.in space only those with comms can hear you scream. |
Artemis Kaiba
Prima Gallicus
0
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Posted - 2013.02.02 00:36:00 -
[42] - Quote
Some Supply Depot may be added in F4 and B5. All the stuff is gathered in the center area, leaving the long ranged mercenaries in difficulty when running out of ammo. |
Ghesh Tkall
DUST University Ivy League
0
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Posted - 2013.02.26 11:56:00 -
[43] - Quote
Blaster on D4 needs to be removed. Too easy to camp B from it. Put up a wall or something for the supply depot, too. |
Jathniel
G I A N T
44
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Posted - 2013.02.27 05:24:00 -
[44] - Quote
Improper meshing at D6.
The patch of ground directly between the CRU, and the tower south of it does NOT render correctly.
I was sniping from on top the tower at D3, and was getting counter-sniped by someone at the aforementioned position at D6. Upon careful analysis of the region, I noticed my aggressor and everyone else walking there, seemingly appear out of the ground, and walk into and disappear into the ground. |
Agent Overkill
Seraphim Initiative. CRONOS.
5
|
Posted - 2013.04.01 01:27:00 -
[45] - Quote
My region is NA. At C5, D3, D4, and D6, my large turrets tend to jam on my Madrugar. |
goerf
Kang Lo Directorate Gallente Federation
0
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Posted - 2013.04.10 03:21:00 -
[46] - Quote
Dropped a spawn point behind the tower at D6, everyone that used it was trapped with cooking a grenade the only out. The spawn point slid down the hill and was at the corner of the tower on the A CRU side in the corner hidden from all |
Thranx1231
CowTek IT Infotech
99
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Posted - 2013.04.27 04:58:00 -
[47] - Quote
I have had several odd occurrences of late that I suspect are actually map problems.
Dropping from the Attackers MCC and landing in anything other than a heavy suit will cause death by falling. This is with the inertial dampener activated.
It is difficult to reproduce and I suspect that investigating the map itself might be quicker than trying to mimic my results. However, I am not a map tester nor a designer and while I do know some of the tools I do not have enough knowledge regarding their use to have a proper answer. I know the duplication of the problem is it not something I would be interested in attempting without access to a test server and a test account. It would be best tested without Proto level gear as well. Good luck to the jumper.
What happens is this: jumping with very little to no movement from inside the MCC facing from B to C in the Grid. There are several possible locations to hit and one that is very sharp and nearest the MCC causes Instant Death for most suits including the fell and died kill log if I remember correctly. Even in a Heavy the shield is gone as is at least half the armor with inertial dampener activated. It is as if that location negates the effect of the dampener.
Normally I jump to clear the ridge if I am heading towards C or the nearby CRU. One other option is to jump the other direction when going into the hills to snipe. Neither of these will trigger the deadly result and that explains why I have just encountered this last week or so. Apr 15-21 time frame. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
378
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Posted - 2013.04.29 12:36:00 -
[48] - Quote
Blaster Turret at D4 has some mapping issues.
If operating the turret with your back to C and you get killed a Squad Mate fell into the turret. Possibly underneath it.
Once inside the turret he could not be revived as the needle icon does not appear even though he appeared to be bleeding out.
Once dead, sort of dead, he could see from a viewpoint inside the turret. He was able to fire the Large Blaster Turret but are unable to turn the turret for aiming. So, not very useful.
Once another Merc entered the Turret a more complete death happened but instead of a respawn screen he fell under the map. He could zoom in and out but was unable to move nor could he select any button that might enable any menu. I have found that accessing one or two menus deep can unstick some UI lockups but it did help in this situation.
This happened to a squad mate ~GMT 0830 Apr 29, 2013.
Region NA, public match |
Robert JD Niewiadomski
NULLIMPEX INC
70
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Posted - 2013.04.30 09:50:00 -
[49] - Quote
"Infite falling bug" happened to me after choosing spawn location in CRU @D6 Time: ~GMT 2300 Apr 29, 2013
It looked as if I was jumping out of MCC in free fall. When i'v activated dampeners it stayed that way. For some time. Tried to fire my weapon with R1, bring up The Wheel with R2, tried to punch with R3, tried to sprint with L3. Nothing worked Only overhead map showed when called. And when i dismissed it with O button screen split horizontally in two with upper part being half of the map and bottom half showing my arms. Or vice versa. After some time halfmap disappeared and space between my arms become "white and luminous" with arms "flapping" from "invisible air flow". It lasted 3 minutes maybe before my clone finally hit the ground and died...
This was not my first spawn in this skirmish pubmatch. I wanted to practice DS flying so i'v chosen G7 area to spawn at start of the match. There was a building complex with circular landing pad. Called my drop ship for practice and RDV parked it on that landing pad. After crashing two (or three) DSs in ten minutes, i'v decided to take part in the rest of match. Then it happened...
BTW: i'v learned to land my drop ship in upright position and lift it up again and land. My fun lasted till some bored merc had taken me down with his laser or sniper rifle My drop ship had no mods, just basic stuff straight from market. Everything was going so fast i couldn't notice it accurately. Yet. Happily after Uprising this will all be more clear in brand new after battle report |
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