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Thread Statistics | Show CCP posts - 8 post(s) |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
66
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Posted - 2012.11.17 20:02:00 -
[31] - Quote
Is to easy for the enemy team to spawn kill you at F5 and F6, if they get a tank or more than 3 guys up there you have no chance of retaking the position under your MCC, you begin to take damage even before you exit inertia damper. |
SIR DIGITAL ACID
The Last Time-Lord
2
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Posted - 2012.11.20 17:27:00 -
[32] - Quote
YoUnGcUz wrote:Rename this map to jagged edge
That would be a great name. I am for it. |
Codyrules35 Badass
L.O.T.I.S. Legacy Rising
94
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Posted - 2012.11.20 23:32:00 -
[33] - Quote
Jagged Edge FTW!!! |
ATR Kuan Ti
Above The Rest
64
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Posted - 2012.11.26 19:36:00 -
[34] - Quote
im seeing ppl wall glich at point c alot thay cap it then walking into the point then when you try to cap it thay will jump out and shoot and jump back into the point thot some 1 woulda posted this by now |
Perseus Gallento
Mikwon Dynamics
12
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Posted - 2012.11.26 21:04:00 -
[35] - Quote
In regards to the sniper problem at Manus Peak, or any other large map with so many sniper nests: Would be nice to have remote-controllable drone equipped with machine gun or bombs. The pilot could launch and control from a station in the MCC if he has the skills as pre-requisite. The drone would be another fit-able vehicle item with slots and cost similar to LAV. |
Cross Atu
Conspiratus Immortalis
774
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Posted - 2012.11.30 05:23:00 -
[36] - Quote
The area around D7 is a particularly bad for consistent rezone sniping. The steep hills combined with redzone depth and placement in overwatch on A provide an area of great safety while being able to pick of opposing forces trying to hack objective A as well as firing lanes into portions of the road heading both directions away from A. I've seen snipers gain 19+ kills in a single match without ever leaving their own red zone.
I personally have no problem with snipers, I didn't even have a problem with them in their stronger form last build, however sniping from within the red zone (along with it's twin, spawn camping the opposing red zone) detracts from several aspects of gameplay by distorting the risk v reward dynamic of battlefield combat.
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ZuluWarriorKnife RND
Ahrendee Mercenaries Legacy Rising
17
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Posted - 2012.12.13 04:47:00 -
[37] - Quote
I like every map EXCEPT this one. Don't feel like elaborating the reasons why. Just know that I like nothing about this map. Thanks CCP :)) |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
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Posted - 2012.12.18 20:30:00 -
[38] - Quote
Dreylor Thunderfall wrote:I like the dynamics of this map as an actual "Attacker" vs "Defender" map. The folks that Spawn on the South are clearly defending their territory.
CCP has done a very good job of creating the sense of an "uphill battle" with this map. The Attackers have a disadvantage as they have to attack uphill, and have a bit further to travel.
Not all battles start out fair. When these battles are to actually decide the fate of districts it will be important to know that Attackers start on one end, Defenders on the other. Attackers may have fewer resources available, and must plan accordingly.
As people work in Corporations and Alliances you can bet that strategies for each map will be devised to overcome some of the shortfalls.
In the current state of testing, I can understand why the balance feels off... it is because it is... and I believe that is by design. Only CCP can confirm or deny that though.
I think it is actually a bold and brilliant design choice, myself.
-=Drey=-
Hm. I forgot the games were listed as Attacker/Defender, and forgot to take the overall perspective into consideration, the bigger picture. If playing not from a fair deathmatch perspective, but a conquest perspective, then the imbalances in the maps do make sense I guess, but there is still something a little off about it. If the maps are designed to be specific to the feel of conquest battles, then the attackers should get more than one general attack angle to make up for the lack of cover or added time to get to the positions.
The maps do not feel like conquest maps enough, if that is what you are going for. The bigger picture should be made more obvious to the mercenaries on the field, if the map is designed on that bigger picture. It feels weird for defenders to red-line the attackers, by nature of the concept.
Ah, it was from this map that I thought it was kind of like wave race, when in an LAV, driving at full throttle, about to run someone over to only be launched into the air over their head from minuet fluctuations in the terrain angles. Fun-fun.
DUST514, the new 'Wave Race'. Looking both ways before crossing the road, was never so important. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.19 10:11:00 -
[39] - Quote
The changes done to this map are great. I use to hate it, but now its my favorite. |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
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Posted - 2012.12.19 13:38:00 -
[40] - Quote
Just played my first match on the new map... Hella Fun!!
Now to explore a little more... |
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Corbina Ninja
Maphia Clan Corporation CRONOS.
77
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Posted - 2012.12.19 15:09:00 -
[41] - Quote
in this map buildings change every match... is AWESOME!!!
good work CCP <3 |
Django Quik
R.I.f.t
219
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Posted - 2012.12.19 18:31:00 -
[42] - Quote
On one of the new Manus Peak maps, there is a railgun turret between B and the southern base that swarms can not hit from any position unless you get behind it. Similarly to how you could only hit the railgun turret from the back in the south of the old line harvest map, from the front the swarms just smash into the ground. |
Jak Teston
Osmon Surveillance Caldari State
99
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Posted - 2012.12.20 17:10:00 -
[43] - Quote
Corbina Ninja wrote:in this map buildings change every match... is AWESOME!!! good work CCP <3 Buildings improve this map a lot.
I played around with a dropship yesterday and buildings are awesome. You can actually pick up people with a dropship if you are covered from those swarms by a building. Crazy, right? |
Bojo The Mighty
Bojo's School of the Trades
427
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Posted - 2012.12.21 06:23:00 -
[44] - Quote
Chromosome Manus Peak is really good and fun. It's by far my favorite. Ya did good. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.12.24 02:39:00 -
[45] - Quote
Fantastic work. This map, and the changes between codex and chromosome really show how awesome Dust will be. On thousands of planets, there shall be thousands of maps. And it shall be groundbreakingly awesome.
Thank you CCP |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
0
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Posted - 2012.12.25 00:59:00 -
[46] - Quote
I just want to say that I ENJOYED playing on this map, & I have no 'complaints'.... I LOVED the 'acid pools' in the vicinity of C & I hope to see more of same, but on a larger scale(scattered fairly densely across the map)in an Ambush map... =]
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Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
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Posted - 2012.12.25 21:43:00 -
[47] - Quote
Spawns under MCC North AND on the land at table Top Building North can be spawn camped. Objective B and C have Resuppy with are closer to Enemy Spawn south end. Objective A North side of map doesn't have a Resupply ,so again North MCC again is at a disadvantage. This map favors the South MCC.
1.CCP Sugest cover under mcc even a treach/Mountain leading to the corner of C. 2.CCP Sugest more cover for Table Top Spawn site from snipers and RailGun 3.Add a Resupply at A and take one Resuppy away at C 4.South MCC Spawn has mountain Cover while North MCC Spawn is Killing Field. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
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Posted - 2012.12.25 21:55:00 -
[48] - Quote
Necrodermis wrote:Yagihige wrote: I feel exactly this way too. It's just too easy for one of the teams to get 2 objectives right away and start dominating. Also, as someone else said, maybe a 4th objective would be a good idea. I think that having only 3 makes maps a bit too stale and predictable.
it is predictable, either top side or bottom side dominates. i have seen countless times where the top side struggles slightly in the beginning but as soon as AB and C are controlled it's over. the enemy has a slim chance to get out of it, and that is to try and take a point before they are shut out back into their base. swarm launchers pepper the land for any LAVs that might try to sneak through and snipers proceed to pick them at their base. i have actually perched myself staring into their base and start destroying vehicles as they try to call them in making sure their stay is permanent. like STYLIE77 and i said, there needs to be more buildings and CRUs on the map to balance it a bit. Agreed |
Vaerana Myshtana
ScIdama Endless Renaissance
198
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Posted - 2012.12.25 22:54:00 -
[49] - Quote
Based on the redline around F4, it is possible to fall while climbing the ridgeline there and get stuck on the southern side with no way back. Could there be either an obvious path out of the redline (back towards E4) or something? |
Baal Roo
Subdreddit Test Alliance Please Ignore
809
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Posted - 2012.12.31 11:14:00 -
[50] - Quote
Twice now, when flying my DS low and slow over the building that is fully contained in the D-5 square, at the northern corner of the Objective B complex, my ship has spontaneously combusted with no warning or explanation. There doesn't seem to be any anti aircraft on the building, and it happens right as you fly over the North corner. |
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theschizogenious
KILL-EM-QUICK RISE of LEGION
167
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Posted - 2012.12.31 16:49:00 -
[51] - Quote
like this map the flow of combat is really nice and obj B is well done with its cover inside the walls and 4 entry points which allow for flanking give it a balanced feel when two vocal teams are facing off even tho B gives a slight defenders advantage thats how objectives should be and all of this maps objectives are like that. A has rocks that cover about 3/4 of it which are useful in channeling the attackers while 'nades fall on their heads and C has good sight due to a height level in favor of the defending guys.
the overall balance of this map has led to every match being an epic close call and there have on;y ever been two "blow outs" and on both occassions the team that was on the receiving end never gave up they kept taking an obj back when they could and then dug in with their entire team to defend. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.01.01 17:10:00 -
[52] - Quote
Seems like everyone overlooked major balance issues with this map...
C/D 6 section of the map gives a sniper too much view of the map, can shoot enemies hacking objectives and is easily able to kill enemies attempting to leave the spawn area. It needs to be similar to E 2/3 side as it does not provide view of everything (Objectives are mostly obscured) and is more reachable by enemies.
In the case that B objective gets a tall building, the first person who places an uplink on top is almost guaranteed to hold the location if given proper support by a sniper. A Forge Gunner or Swarm user who climbs to the top easily gets a view of most part of the map and is able to repeatedly deny the entry of enemy vehicles. |
GLOO GLOO
Algintal Core Gallente Federation
217
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Posted - 2013.01.03 10:46:00 -
[53] - Quote
Don't know if it has already been said.
There's a place around B (South - South/West), close to objective, where you can be stuck by a "stair" (like the mountain).
Need a friendly Baloch to get out. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
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Posted - 2013.01.04 05:21:00 -
[54] - Quote
Alldin Kan wrote:Seems like everyone overlooked major balance issues with this map...
C/D 6 section of the map gives a sniper too much view of the map, can shoot enemies hacking objectives and is easily able to kill enemies attempting to leave the spawn area. It needs to be similar to E 2/3 side as it does not provide view of everything (Objectives are mostly obscured) and is more reachable by enemies.
In the case that B objective gets a tall building, the first person who places an uplink on top is almost guaranteed to hold the location if given proper support by a sniper. A Forge Gunner or Swarm user who climbs to the top easily gets a view of most part of the map and is able to repeatedly deny the entry of enemy vehicles.
True but in the case of 6C/D, assuming I am defending from the North, I can easily sneak my way from all the way in the Northwest to where 6C/D and stab the sniper with ease. That spot is not well protected by the red zone at all. I would know because I managed to kill a couple of snipers perched up their.
But you are right about that spot overlooking the entire map. Which is why I carefully plot my sprint course to minimize exposure and maximum my inner ninja. |
Olav Grey-Mane
The Exemplars
56
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Posted - 2013.01.06 23:10:00 -
[55] - Quote
The one side, bottom of the picture, seems to be at such an unfair advantage, I've had games were I'm running full sprint and the enemy takes our closet objective before we even get there. It's that darn mountain that the bottom mcc has inbetween it and the objectives while the top mcc looks to have clear running all the way. anyone else notice this? |
Vaerana Myshtana
ScIdama Endless Renaissance
198
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Posted - 2013.01.07 14:46:00 -
[56] - Quote
Periodically, i've noticed that the bottom of the building near the E3/F4 intersection is showing its clear underside along the rear (western?) edge. I'll come trotting up the hill from E3 and be looking through the map. |
xAkantor
Carbon 7
5
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Posted - 2013.01.10 16:44:00 -
[57] - Quote
I just played a skirmish where we had a Tank under the defender mcc camping us as we fell out of it. redline for attackers need to be moved. or give us a base under the MCC |
Tarquin Markel
The Synenose Accord Celestial Imperative
85
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Posted - 2013.01.13 05:08:00 -
[58] - Quote
Got stuck in the terrain on the platform edge a few meters south of B. Had to suicide to get clear.
(Fortunately had remote charges; grenades kept bouncing away and failing to murder my noob butt. Killing yourself with explosives isn't as easy as you might think.)
Otherwise? Love the map. Interesting dynamic between the three sites, particularly the relative rarity of raids on the (exposed, resource-deprived) A compared to the near-constant assaults on C, which seem to persist no matter what the rest of the map looks like. |
Sada Mokmo
DUST University Ivy League
2
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Posted - 2013.01.14 01:25:00 -
[59] - Quote
THe ridge east of C6/D6 is a pain in the ass to clear for the northern guys because there's no path to climb to it, while the other team litterally has a road to it. Once the southerns have taken over the 3 points and have a few snipers up there, we're just stuck...
Speaking of stuck, i tried going there by stepping in and out of the map but got stuck in the rocks inside the map area... |
Thog A Kuma
Planetary Response Organisation Test Friends Please Ignore
18
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Posted - 2013.01.28 04:30:00 -
[60] - Quote
A blue tank in d3 prevents any MCC drop mercs from surviving spawn. one or two visual breaks from the hill road will at least permit drop. Admittedly getting locked out of all the other spawn points should be a near death sentence but being killed without a chance to move from spawn just sucks. |
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