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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Klank Klank
VENGEANCE FOR HIRE
20
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Posted - 2013.01.29 18:28:00 -
[61] - Quote
omg the snipers!
More cover would be nice between the letters, unless you like the middle area being a killing field.
Some players have figured out tactics to spawn rail gun tanks in certain locations that make this map really sucky to play on. |
Sontie
VENGEANCE FOR HIRE
92
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Posted - 2013.02.03 16:08:00 -
[62] - Quote
On the tile set when B's supply depot is up that long ramp, there is a spot where you get stuck near the B objective almost directly towards C, about 10 meters. Sometimes there is a supply depot in that spot. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
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Posted - 2013.02.05 23:23:00 -
[63] - Quote
Fell to death from a one foot fall at the edge of the pad by Resupply at B,First I was stuck then fell to death. |
Atlas Exenthal
mnemonic.
30
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Posted - 2013.02.06 03:32:00 -
[64] - Quote
map is pretty trash. 9/10 games are steamrolls, very few are close matches.
I dont know if it's the awful players and their inability to kill tanks or the map layout, but whoever has the tanks or holds 2 of the points, wins. It's a clusterfuck all around (all the spawn variants) |
1LTNORFLEET
Lost-Legion
24
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Posted - 2013.02.06 10:03:00 -
[65] - Quote
i found a bug on magnus peak the caldari vairiant where there is a ll hole ive seen people fall into including myself when you walk in it it seems that you cant get it it is located in E-5 right between the supply depot and null cannon but next to supply depot near objective B |
J Lav
Lost-Legion
28
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Posted - 2013.02.07 04:55:00 -
[66] - Quote
I have played several of the variations you guys have made to this map, the green one with the cranes looks nicest. However, all of these are aggravating, terrible maps. It's simple geometry. The side that starts closest to A almost always wins since both of their spawns triangulate on A and C. Whoever controls B on this map usually wins, but without a proper staging area, the other side cannot approach B without being exposed to both A and C.
The most balanced version I played had some walls around C, preventing the inevitable sniping of spawn locations.
Edit: So I love that there's a variation of buildings on this map, but the problems with this map are not fixed by blocking line of sight around some areas. You could easily incorporate 2 more objectives. It is way too easy to redline! I'm just not playing this map anymore it's so boring. |
Hwg xy 87
Kigurosaka Corporation
0
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Posted - 2013.03.05 12:39:00 -
[67] - Quote
Fleen Costell'o wrote:The only problem is that there are places on the map (mountain) where a sniper can not be killed by a sniper rifle. Although the head sticking out from behind a hill and shields flicker.
From Russia with Love
I agree with you there. The cord: 7c and 6c is where they camp, from there they can get good overview of the whole area, they can be perfecty safe there and its easy to attackers to get there while it's so hard for the defender to get there or kill the enemy there.
I don't mind getting killed by a sniper but when he/she is on a spot where I can't reach it really pisses me off, specially when I know where that person is.
PS. I wasn't reading everyones post just the first page <.< |
Django Quik
R.I.f.t
229
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Posted - 2013.03.05 19:23:00 -
[68] - Quote
I've been meaning to mention this for ages but never gotten round to it until now...
Approaching the tall building on the NE corner of F3 from the north down the hill, you can see below the bottom edge and into the inside of the building, as the wall texture doesn't quite meet the ground where it dips down. |
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CCP LogicLoop
Imperial Academy Amarr Empire
0
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Posted - 2013.03.06 06:38:00 -
[69] - Quote
Dear Dust fans,
We want to inform you of a few changes to Manus Peak that will address your concerns. The redlining is a big concern for us. We want to ensure that you guys can safely get out into the battle.
First, the terrain in all of Plateaus has had a lot of beautiful work done to it. This also came with some adjustments to heights in the terrains. Some areas were lowered much more, and this will decrease chances of snipers having a large field of fire over the area.
Second, the Northern MCC drop location that can get spawn camped has been changed. Not drastically, but enough to protect players from this. We moved the MCC near some rocks to help provide cover. We also raised some of the terrain to block the site from the road, and we also adjusted the gameplay borders. This should prevent spawn camping from happening now. We will be testing this as much as possible this week.
Third, we are currently further tweaking the gameplay areas to try and help alleviate any disadvantages and odd behavior (like spawning rail gun tanks on mountain sides).
We really appreciate all this feedback and comments from you.
In addition. We would appreciate any further detail you can give on the actual areas you are getting stuck in permanent falls inside buildings. For example Luther Mandrix mentioned a one foot fall at the edge of the pad by Resupply at B. Detail of what sort of structures were around, or even a guess to what the area may have been (for example a small residential area) will really help us to identify these locations. Due to the vast number of map combinations, the more info you can give us the faster we can identify problematic areas.
With all that said, we want to thank you all for this great feedback and your support and love for our game. Battle on Mercs!
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Django Quik
R.I.f.t
231
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Posted - 2013.03.06 09:33:00 -
[70] - Quote
Ooh thanks for the update LogicLoop - and mentioning the sticky environment issues there are two areas that are always a problem:
1) When C has the burning structure that looks a bit like a busted gas pipe and has some extra bumpy terrain that isn't there with other structures - these bumps are very easy to stick to, not permanently but it slows you down to almost stationary and makes you very vulnerable in a gunfight.
2) There is a similar problem around the Eastern side of B when it has the large hexagonal prism containers and the supply depot up some stairs next to what looks like a helipad. Behind the structure that the supply depot is on there is another area of bumpy terrain that is very easy to get stuck on in the same manner as described earlier. |
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CCP LogicLoop
Imperial Academy Amarr Empire
1
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Posted - 2013.03.06 09:38:00 -
[71] - Quote
Django Quik wrote:Ooh thanks for the update LogicLoop - and mentioning the sticky environment issues there are two areas that are always a problem:
1) When C has the burning structure that looks a bit like a busted gas pipe and has some extra bumpy terrain that isn't there with other structures - these bumps are very easy to stick to, not permanently but it slows you down to almost stationary and makes you very vulnerable in a gunfight.
2) There is a similar problem around the Eastern side of B when it has the large hexagonal prism containers and the supply depot up some stairs next to what looks like a helipad. Behind the structure that the supply depot is on there is another area of bumpy terrain that is very easy to get stuck on in the same manner as described earlier.
Django,
I know exactly the two areas you are talking about based on your descriptions. We will take a look at these and see what comes up. Thank you! |
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Dusters Blog
Galactic News Network
134
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Posted - 2013.03.06 11:19:00 -
[72] - Quote
exciting news. we dont envy anyone who has to produce balanced maps. D6 has been mentioned several times as a redline area where the hit detection vs snipers and rail tanks is subpar. that area is also higher than the vertical ceiling [presumably to restrict access] but this only makes countering snipers there more difficult.
hopefully we can see more variety in the future. maps that are less bowl shaped. urban maps with supply depots on the outskirts and building interiors with the highest point in the center would provide nice sniper access, but only to those who fought through the ringer of a highest concentration area first. |
CarloArmato2991
RED COLONIAL MARINES Covert Intervention
27
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Posted - 2013.03.06 11:50:00 -
[73] - Quote
CCP LogicLoop wrote:Dear Dust Community,
We want to inform you of a few changes to Manus Peak that will address your concerns. The redlining is a big concern for us. We want to ensure that you guys can safely get out into the battle.
First, the terrain in all of Plateaus has had a lot of beautiful work done to it. This also came with some adjustments to heights in the terrains. Some areas were lowered much more, and this will decrease chances of snipers having a large field of fire over the area.
Second, the Northern MCC drop location that can get spawn camped has been changed. Not drastically, but enough to protect players from this. We moved the MCC near some rocks to help provide cover. We also raised some of the terrain to block the site from the road, and we also adjusted the gameplay borders. This should prevent spawn camping from happening now. We will be testing this as much as possible this week.
Third, we are currently further tweaking the gameplay areas to try and help alleviate any disadvantages and odd behavior (like spawning rail gun tanks on mountain sides).
We really appreciate all this feedback and comments from you.
In addition. We would appreciate any further detail you can give on the actual areas you are getting stuck in permanent falls inside buildings. For example Luther Mandrix mentioned a one foot fall at the edge of the pad by Resupply at B. Detail of what sort of structures were around, or even a guess to what the area may have been (for example a small residential area) will really help us to identify these locations. Due to the vast number of map combinations, the more info you can give us the faster we can identify problematic areas.
With all that said, we want to thank you all for this great feedback and your support and love for our game. Battle on Mercs!
Sounds good, but another excelent thing to do IMHO is to remove the possibility for the southern team to climb up to the highest mountain, while the northern one can't. Or both factions should be able to get on the top of the mountain, or both shouldn't be able to reach it. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
317
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Posted - 2013.03.06 12:54:00 -
[74] - Quote
CCP LogicLoop wrote:Django Quik wrote:
2) There is a similar problem around the Eastern side of B when it has the large hexagonal prism containers and the supply depot up some stairs next to what looks like a helipad. Behind the structure that the supply depot is on there is another area of bumpy terrain that is very easy to get stuck on in the same manner as described earlier.
Django, I know exactly the two areas you are talking about based on your descriptions. We will take a look at these and see what comes up. Thank you!
Oh, that is a bad spot that has forced me to suicide on several occasions. It's right next to the supply depot on the edge facing the raised helipads. |
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CCP LogicLoop
Imperial Academy Amarr Empire
5
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Posted - 2013.03.07 03:40:00 -
[75] - Quote
We are definitely looking into these kinds of problems. |
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Bojo The Mighty
Bojo's School of the Trades
522
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Posted - 2013.03.07 04:14:00 -
[76] - Quote
What about the fact that the turrets can shoot each other? I just think it's a general flaw nothing too serious. |
Aeon Amadi
WarRavens
1052
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Posted - 2013.03.08 05:55:00 -
[77] - Quote
Why does Alpha not have a supply depot/clone reserve unit but Bravo/Charlie do? Makes it very difficult for Alpha to be maintained and it's the closest objective to the northern team |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
55
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Posted - 2013.03.10 20:32:00 -
[78] - Quote
There is a Bunker on the Hill overlooking B next to a RailGun.I got stuck in a Heavy suit to the right of the door at the first corner.The enemy help me out of the gliche by transfering my conscience to another clone.The rocks are to close to let a heavy by. |
SavaRakaTini
Krusual Covert Operators Minmatar Republic
0
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Posted - 2013.03.11 20:28:00 -
[79] - Quote
I saw and killed 4-5 snipers that were hovering 5 m above peak on lower right corner in F5 field. I got stuck in a rock formation in C4 field (formation is on C4 and D4) and have to commit suicide. |
Big-Cheese
On The Brink
0
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Posted - 2013.03.13 18:49:00 -
[80] - Quote
CCP LogicLoop wrote: Second, the Northern MCC drop location that can get spawn camped has been changed. Not drastically, but enough to protect players from this. We moved the MCC near some rocks to help provide cover. We also raised some of the terrain to block the site from the road, and we also adjusted the gameplay borders. This should prevent spawn camping from happening now. We will be testing this as much as possible this week.
This is still broken. There's the top of the hill in C3, which is not red lined. If you can look at play logs, PsychoFreak78 utilized this a lot in my last battle as Big-Cheese. The player took a Baloch right under the MCC for more than 20 seconds without dying. He would sit at the rise of the hill and come down as you dropped out of the MCC. I sat in the MCC for a few minutes to see if this was a one off instance, but it was repeated multiple times. I'm gonna quit this map if I happen to get to be the defender on this map again.
Wasted quite a bit of my ISK, tbh. Pissed me off.
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CCP LogicLoop
Imperial Academy Amarr Empire
25
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Posted - 2013.03.14 02:58:00 -
[81] - Quote
Big-Cheese wrote:CCP LogicLoop wrote: Second, the Northern MCC drop location that can get spawn camped has been changed. Not drastically, but enough to protect players from this. We moved the MCC near some rocks to help provide cover. We also raised some of the terrain to block the site from the road, and we also adjusted the gameplay borders. This should prevent spawn camping from happening now. We will be testing this as much as possible this week.
This is still broken. There's the top of the hill in C3, which is not red lined. If you can look at play logs, PsychoFreak78 utilized this a lot in my last battle as Big-Cheese. The player took a Baloch right under the MCC for more than 20 seconds without dying. He would sit at the rise of the hill and come down as you dropped out of the MCC. I sat in the MCC for a few minutes to see if this was a one off instance, but it was repeated multiple times. I'm gonna quit this map if I happen to get to be the defender on this map again. Wasted quite a bit of my ISK, tbh. Pissed me off.
It will be in the next release. It has not been pushed out yet. |
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Thalen Shadow
Expert Intervention Caldari State
1
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Posted - 2013.03.28 13:08:00 -
[82] - Quote
Hello,
I was playing on of the new variants of this map, the one where the B objective looks like a loading area.It has a large tarmac area and scattered large crates. It has a resupply station on the west side just off the edge of the tarmac that has no earthern mound (as i have seen with the other structures).
I managed to get stuck between the resupply station and the tarmac, unable to move jump or crouch but still able to swivel. shortly after that i was killed, after respawning i noticed another member of my team in the same predicament so i drove up a LAV which he was able to jump into.
Thanks
Thalen Shadow |
Valkreena Haederox
Royal Uhlans Amarr Empire
8
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Posted - 2013.04.01 21:57:00 -
[83] - Quote
Snipers hidin behind the redlines on the peaks. Everywhere.
Never in my life have I seen more snipers. Not even in games entirely devoted to snipers. |
Rus Rhiannon
Gradient Electus Matari
11
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Posted - 2013.04.04 09:04:00 -
[84] - Quote
Hwg xy 87 wrote:Fleen Costell'o wrote:The only problem is that there are places on the map (mountain) where a sniper can not be killed by a sniper rifle. Although the head sticking out from behind a hill and shields flicker.
From Russia with Love I agree with you there. The cord: 7c and 6c is where they camp, from there they can get good overview of the whole area, they can be perfecty safe there and its easy to attackers to get there while it's so hard for the defender to get there or kill the enemy there. I don't mind getting killed by a sniper but when he/she is on a spot where I can't reach it really pisses me off, specially when I know where that person is.
This is not true. If the sniper can shoot you, you can shoot him. The reason you sometimes see the sniper but can't hit him is a bug with LoD of the 3D models; you are often shown the coarse model even if you zoom in, making you think you have line of sight while you have v not - very annoying. As a redline sniper I can confirm snipers who can shoot you can be shot at every point of this map - I have both killed others and been killed on every sniper spot on this map.
The NE hill is also reachable by either party - again, bt, dt.
The main problem in this map is that it is way too easy for one side get so big upper hand that the other side has no chance. This has been getting worse lately, with almost half of the skirmishes on this map being won or lost when half of the battle is over, meaning people then just sit and wait for the battle to end. Very unfun.
I think this could be fixed by giving the defender MCC and/or CRU area and the route to Alpha more cover and raising the attacker home area so that you'd not have to fight uphill through a bottleneck. |
Rus Rhiannon
Gradient Electus Matari
11
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Posted - 2013.04.04 09:19:00 -
[85] - Quote
CarloArmato2991 wrote: Sounds good, but another excelent thing to do IMHO is to remove the possibility for the southern team to climb up to the highest mountain, while the northern one can't. Or both factions should be able to get on the top of the mountain, or both shouldn't be able to reach it.
As it is now, both sides can reach that mountain top. I do it all the time.
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CCP LogicLoop
Imperial Academy Amarr Empire
28
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Posted - 2013.04.08 02:13:00 -
[86] - Quote
Thalen Shadow wrote:Hello,
I was playing on of the new variants of this map, the one where the B objective looks like a loading area.It has a large tarmac area and scattered large crates. It has a resupply station on the west side just off the edge of the tarmac that has no earthern mound (as i have seen with the other structures).
I managed to get stuck between the resupply station and the tarmac, unable to move jump or crouch but still able to swivel. shortly after that i was killed, after respawning i noticed another member of my team in the same predicament so i drove up a LAV which he was able to jump into.
Thanks
Thalen Shadow
I know the area you describe. I will take a look at this. Thank you for the support. |
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Krythor Motrec
Mobile Life Security Systems
4
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Posted - 2013.04.11 09:39:00 -
[87] - Quote
Same happened to me at the Supply Dept at point B. Here is a min and half vid of it :(
http://www.twitch.tv/krythor/c/2140483 |
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CCP LogicLoop
Imperial Academy Amarr Empire
34
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Posted - 2013.04.17 07:36:00 -
[88] - Quote
That is fixed. It will arrive in new release. |
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Hwg xy 87
Kigurosaka Corporation
0
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Posted - 2013.04.20 18:25:00 -
[89] - Quote
This map is so boring and for some reason it's the most played map.
Other there is barelly any cover for snipers, there is only three objectivs which makes it a dull.
It's pretty decant for a ambush map but when it comes to skirmish it is worst then a burned cow s*#t.
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Llan Heindell
One-Armed Bandits Atrocitas
18
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Posted - 2013.04.30 22:54:00 -
[90] - Quote
I'm sorry CCP MagicLoop, but whatever you guys are doing to try and make Manus Peak better, is not working. The map itself is already unbalanced, and as stated before, it appears too much in the match making. I play Manus Peak 8 out of 10 games. Everytime I see 3 Objectives I wanna shoot myself in the mouth. Because, either I'll stomp so hard people wont leave the MCC and begin to snipe or I'll get stomped so hard that the blueberries will give up in around 5 minutes.
To be fair, the only structure setup that makes manus peak a little less crappy, is the one where Objetive C is underground.
Live long and prosper. Llan Heindell. |
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