STYLIE77
KILL-EM-QUICK RISE of LEGION
60
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Posted - 2012.10.29 09:17:00 -
[1] - Quote
Necrodermis wrote:this map is far from balanced. the bottom gets redlined nearly every time with the spawn points so close and the map so small it doesn't take a lot to redline. the top side has a whole cliff side that belong to them while the bottom can be camped really easily.
if you own the three points and hurry to head off the enemies it is nearly impossible to dislodge them from the points and even harder to get vehicle support.
if there were some CRUs or something to help balance the map out it might work out, placing some clone units near the silo looking buildings or where the supply depot is in the ambush version might help out balancing along with moving the red line around a bit to help the bottom out so they aren't fish in a barrel.
Indeed, it plays as an attacker/defender map with the attackers in the South Spawn being severely impaired due to the terrain.
It often feels as if I am playing on this map the majority of the time I am on Dust, I go to Ambush and Skirmish and often play it 3 or 4 games in a row...
It is a map that two classes dominate way too easily... snipers and vehicles.
Leaving everyone else with a horrible gameplay experience.
Suggestions:
- Add more structures and buildings to break up the clear lines of sight from one edge of the middle basin to the other.
- Raise the southern portion of the map (Southern spawn area) to almost even with the rest of the map and reduce the ridge line that separates it from the rest of the map (keeping it from having an advantage due to height).
Now, CCP has removed the staged style of gameplay in favor of the current form of Skirmish I am told.
This map is clearly an attacker vs defender map with the defenders being the Northern spawn, the attackers being the Southern spawn.
Due to the terrain... the attackers have a "Hamburger Hill" scenario if they do not capture objectives quickly. If they lose them, they lose the battle.
Any LAV's pushing out are quickly taken out with militia swarms, any drop links they throw out are quickly camped or disposed of.
The reason for this is the defenders holding the top of the Southern Ridge do not need 16 players to suppress the attackers.
2 or 3 over at the Southern MCC kill most of the clones before they even hit the ground. 1 or 2 swarms keep LAV's at from hitting the ground as well, and 2 or 3 snipers do the rest. Add a tank or drop ship with only 2 players in them... you are now looking at about 8 players spawn camping 16 quite easily.
Due to the height advantage of the Southern ridge and the ability to simply back up a few steps for cover.
Attackers must run up hill with little cover and usually are picked off by sniper fire before they reach the top.
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Feel free to disagree, but this is the most common scenario I witness on this map in Skirmish mode.
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