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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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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
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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
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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
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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
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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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