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Author |
Thread Statistics | Show CCP posts - 8 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 17:33:00 -
[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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Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 18:29:00 -
[2] - Quote
looks like you guys shortened the map so that the northern enemies can't spawn camp the enemy MCC in skirmish unless i'm looking at the ambush version of the map.
that was my only complaint for this map. |
Oxskull Duncarino
Shadow Company HQ
162
|
Posted - 2012.10.26 18:38:00 -
[3] - Quote
Necrodermis wrote:looks like you guys shortened the map so that the northern enemies can't spawn camp the enemy MCC in skirmish unless i'm looking at the ambush version of the map.
that was my only complaint for this map. Yep, if this is the new redline area, sweet. |
Villanor Aquarius
Shattered Ascension
79
|
Posted - 2012.10.26 20:35:00 -
[4] - Quote
I'd love to see a fourth control point put in in the north east section and then probably moving the spawns around a touch to make sure it stays balanced. Or just putting C over there and putting A where C is. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.10.26 20:49:00 -
[5] - Quote
Yeah I would like to see a little shuffling of the Null Cannons.
B- is fine where it is
A- Needs to be moved between its current location and where C is, by the rocks in the center of the map just below the the road to C.
C- needs to be moved to above those silos in the NE, around where the roads met up there. |
Cross Atu
Conspiratus Immortalis
774
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Posted - 2012.10.26 21:28:00 -
[6] - Quote
Purely anecdotal but this map seems to slighter favor the southern team. In ~2/3 of the games I've played the team that spawns in the south is the first to gain 2 NULL cannons and goes on to win the game. The impression I have is that the effective (i.e. not as via the air) distance to the points is slightly longer for the northern team.
This has held true for my games on this map regardless of where my team spawns.
Can any other testers provide their impressions on this subject to confirm or dispute this impression?
Cheers, Cross |
HEAT SoulRipper
ZionTCD Legacy Rising
45
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Posted - 2012.10.26 21:30:00 -
[7] - Quote
High Res link is broken.
EDIT= Remove the + symbol at the end of the link and it works. |
Lilith Serenity
Hellstorm Inc League of Infamy
7
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Posted - 2012.10.26 22:30:00 -
[8] - Quote
I agree with moving the null cannons around except for B, its perfect there, and add a 4th cannon. As is, from my all the times I've played this map, most of the combat is between C and A with A being better to defend only due to its higher elevation but only if your on the team that spawns to the south. As for Ambush, its great. |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 03:50:00 -
[9] - Quote
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 |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 04:02:00 -
[10] - Quote
And still solve the problem of the possibility of murders players are in MCC (on all cards this going on) and they can not even answer. must install turret so that it prevented free passage MCC.
From Russia with Love |
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Free Healing
L.O.T.I.S. Legacy Rising
234
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Posted - 2012.10.27 07:20:00 -
[11] - Quote
My Problem with this map is that there is hardly any cover nearby to block Missle fire from Dropships and Sniper fire. As a Logibro I move as effectively as i can across this map to avoid hostile dectection and still feel like i got lucky if i didn't get killed while crossing the street. I almost always get shot at. It also seems to me that on the left half of the map where the (terrain is slightly elevated near the street, that cover is alot more scarce and your much more vulnerable to... well everything. The terrain dips on the right half blocking you from Snipers if you use the Cragspires right. While on the other side it seems like not only is it alot more open but there are also fewer or smaller cragspires. Maybe i'm just a tiny bit paranoid though.
Keep the faith. |
Cloudy Zan
107
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Posted - 2012.10.27 17:21:00 -
[12] - Quote
By far my favorite map |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.10.28 01:05:00 -
[13] - Quote
A/B MCC may need to be relocated.
Reasons:
1. Starting advantage to hack B slightly sooner. 2. Enemy team can spawn kill those who drop from MCC. |
WhatszGudDawg
ZionTCD Legacy Rising
48
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Posted - 2012.10.28 02:17:00 -
[14] - Quote
This is a great Skirmish map, my favorite one of all, with 3 Null cannons to hold, especially because each one takes a bit of a tough journey to get to at times, especially if enemy held. My only problem with this map is that it shouldn't be an Ambush map. People thrive around at Supply Depots for too long, no one moves around, and the map involves too much movement from one place to another to get kills. The maps favours snipers, and that's good, but I would like to see the map me Skirmish only. You can tell the map was meant for positional advantages and strategies, with the rocky and tough landscape - everything Skirmish should have in it. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.28 06:46:00 -
[15] - Quote
Cross Atu wrote:Purely anecdotal but this map seems to slighter favor the southern team. In ~2/3 of the games I've played the team that spawns in the south is the first to gain 2 NULL cannons and goes on to win the game. The impression I have is that the effective (i.e. not as via the air) distance to the points is slightly longer for the northern team.
This has held true for my games on this map regardless of where my team spawns.
Can any other testers provide their impressions on this subject to confirm or dispute this impression?
Cheers, Cross
Use the MCC spawn as the crow flies and you'll see the problem. The southern team's MCC spawn is much closer to Bravo than any comparable spawn for the northern team. In fact, the northern MCC spawn is useless in that it's farther from any of the objectives by any type of estimation. Alpha is also a lot more defensible for the southern team than Charlie is for the northern. That's because the great big mound of earth channels enemies into basically a single path. You can run around, but you will be seen doing it and even if you do get around the corner alive you still have to contend with having the enemy team's high ground advantage on the western hills. Climbing up the western hill at Alpha is impractical because of the pathing problems. Any competent team will gun you down if you're coming from there.
Meanwhile, there are about three practical channels into Charlie which are relatively effective. You can't attack Charlie from the north very easily, granted, but the southern and eastern channels are much wider and yield the defenders little high ground advantage. Even wrapping around from the north is somewhat more practical than trying to wrap around Alpha from the south. The only cover south of Alpha is that hill side. If you post up there, it becomes a fight on two hills that you will definitely lose. Meanwhile if you post up north of Charlie the sloping ground gives the defenders much less help. Overall Charlie is just more open.
That's in no way to say that the map is horribly unbalanced or anything. It's just a bit of a sweep of analysis. The biggest problem is that MCC spawn that's so close to Bravo for the attackers.
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Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.28 09:55:00 -
[16] - Quote
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. |
NeoprotoD
Zumari Force Projection Caldari State
28
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Posted - 2012.10.28 16:16:00 -
[17] - Quote
Is it just me or is everyone else getting this map 3 out of 5 times?
I think either a 4th point should be added or the spacing of C and A needs to be worked on. They are too close together and their design seems to favor the southern team more than the northern team. Example being, A has the high ground and can rain sniper fire on C while C doesn't have an natural advantage over A. |
YoUnGcUz
Imperfects Negative-Feedback
67
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Posted - 2012.10.28 19:27:00 -
[18] - Quote
Rename this map to jagged edge |
Dreylor Thunderfall
Conspiratus Immortalis
44
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Posted - 2012.10.28 23:08:00 -
[19] - Quote
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=- |
Zion Shad
ZionTCD Legacy Rising
1620
|
Posted - 2012.10.29 02:37:00 -
[20] - Quote
I for one vote to keep this as the Offical Testers Tourney Map |
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STYLIE77
KILL-EM-QUICK RISE of LEGION
60
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Posted - 2012.10.29 09:17:00 -
[21] - 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.
===========================
Feel free to disagree, but this is the most common scenario I witness on this map in Skirmish mode.
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Yagihige
Crux Special Tasks Group Gallente Federation
172
|
Posted - 2012.10.29 10:00:00 -
[22] - Quote
Cross Atu wrote:Purely anecdotal but this map seems to slighter favor the southern team. In ~2/3 of the games I've played the team that spawns in the south is the first to gain 2 NULL cannons and goes on to win the game. The impression I have is that the effective (i.e. not as via the air) distance to the points is slightly longer for the northern team.
This has held true for my games on this map regardless of where my team spawns.
Can any other testers provide their impressions on this subject to confirm or dispute this impression?
Cheers, Cross
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.
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Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 07:02:00 -
[23] - Quote
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. |
Darth Tyrannnus
Citadel Mercantile Exchange Amarr-Caldari Mercantile Exchange
26
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Posted - 2012.10.31 23:28:00 -
[24] - Quote
this is the other broken map. players spawning in the south can cap both lower points before the north even reaches the northern one. fun if your in the south. i just quit if i spawn in the north though |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2012.11.01 19:29:00 -
[25] - Quote
I'd have to agree this map is simply way to easy to red-line, and the bogus part is it seems to be the most common map in rotation. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.02 02:21:00 -
[26] - Quote
Darth Tyrannnus wrote:this is the other broken map. players spawning in the south can cap both lower points before the north even reaches the northern one. fun if your in the south. i just quit if i spawn in the north though i have the opposite feeling.
being redlined on the southern point happens way too often for my taste. as soon as the three points are capped and everyone on the enemy team has pawned you spawn camp fairly fast. |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.11.09 08:56:00 -
[27] - Quote
Hey folks,
Thanks for your feedback and comments so far, they are very helpful and we have some words from our level design team below about Manus Peak. We'll be doing this on other map feedback sections as well so keep posting!
Issue: Snipers in Manus Peak LD: Snipers can be a pain. Some people love them some people hate them. It is a tough class to balance on the field. We are doing all we can to make sure we are giving players a chance. We have some tools inbound to help us pinpoint where a sniper or any other player for that matter can take total advantage of an area. While this wonGÇÖt eliminate them. It will help to find them, and help us to find solutions to those locations.
The map has currently undergone some re-design which we have been testing out for a better experience. These changes should be addressing most of your observations.
Issue: Spawn locations LD: This is something we are looking into. The way our system currently works doesnGÇÖt allow for on the fly orientation adjustments.
Issue: Map dynamics LD: Manus Peak has undergone a very large re-design. We have ultimately narrowed down the gameplay space and re-focused the start areas for both teams to create a more even battlefield.
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Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2012.11.09 13:43:00 -
[28] - Quote
Yes. |
Adstellarum
G I A N T
6
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Posted - 2012.11.11 14:21:00 -
[29] - Quote
also can you open up the roads that are redline for infantry but are OK for vehicles as using a vehicle to hit across the map but not being able to get to it to take it out because you have 5 seconds to get to it then fire maybe 2 salvos and then have to run back out of that redline area so you don't die from that... i'm talking mostly about the top of 2 hills one being that hill just to the south of the north spawn and the other being that curved hill overlooking A but is to its NNE... very hard to target those vehicles without control of B but if you don't have control of B and that tank is out chances are you will not get control of B as it can rain missile fire on B without it being captured. and I know you said the map is being or has been redesigned but this is the current issue until we get the chance to play the new redesigned map |
NarNacho Cheese
SVER True Blood Unclaimed.
8
|
Posted - 2012.11.11 16:09:00 -
[30] - Quote
Does anyone else notice that little red laser thing coming out of the edge of the ground on B, its one the side with the furthest drop. Be in the middle of both sides and standing on the very edge and look down :) effin laser beam just chilling there lol |
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From Costa Rica
Grupo de Asalto Chacal CRONOS.
66
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Klank Klank
VENGEANCE FOR HIRE
20
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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!
|
|
Django Quik
R.I.f.t
231
|
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. |
|
|
CCP LogicLoop
Imperial Academy Amarr Empire
1
|
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
|
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
|
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
|
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. |
|
CCP LogicLoop
Imperial Academy Amarr Empire
5
|
Posted - 2013.03.07 03:40:00 -
[75] - Quote
We are definitely looking into these kinds of problems. |
|
Bojo The Mighty
Bojo's School of the Trades
522
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
Llan Heindell
One-Armed Bandits Atrocitas
18
|
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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Thranx1231
Talon Strike Force LTD Orion Empire
101
|
Posted - 2013.05.08 11:07:00 -
[91] - Quote
Getting stuck on back end of truck by B. This happened on GMT 7 May, 2013.
B objective with three or four buildings. There is a truck right next to the building leading to C. It is in D5. The picture does not show the truck but the building layout is close.
Leave the Null Cannon headed towards A. Go around the Outside of the Truck/Lorry as if you were headed directly to A. Turn left to follow the shape of the truck. Which is what you do when you are chasing a Red that is headed towards B coming around the corner after trekking over from C.
I get stuck on the back of the Truck and I had to change directions, jump, move sideways and backwards before I finally got loose.
Many of the newer features, which look like there are the same exact items from Chromosome only in higher polygon count will cause a Heavy to get stuck. I don't recall if I was running a Heavy for this incident. However, I only run Heavy and Assault so testing those two should make the problem clear.
Good Luck. |
Thranx1231
Talon Strike Force LTD Orion Empire
103
|
Posted - 2013.05.14 11:48:00 -
[92] - Quote
Another day and another stuck mercenary in Manus Peak.
The B Null Cannon with five(?) buildings has a ramp on the back of the building coming from the direction of A. There is a lip on the top of that ramp that Must be jumped over in every suit I had to test today (GMT 1045, 14 May, America, Public Skirmish) which included Scout, Assault and Heavy.
Coming from the defender MCC side and down the hill the B Null Cannon is directly in a short alley @ ~D5-6 separation line. The problem ramp is the building closest to the B Null cannon if you continue forward from the defender's area.
Additionally there is the standard hill that sticks coming towards that same complex. If one follows the middle path to B the hill has a sharp peak and is on the left side as one goes down the incline towards B. I believe that there are at least one sticking spots are and most likely although I did not make a specific note. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
449
|
Posted - 2013.05.14 11:56:00 -
[93] - Quote
As a retort to the naysayers the Manus Peak map gets a lot of bad responses. However the newer version is dramatically better, personally speaking.
Manus Peak has been decapitated as has the hill across from it. The large complex that can be at B or the Attackers ground spawn can be quite entertaining. Holding B or C throughout the match can win the game, assuming there are enough functional Blues to hold one of the others or keep them both flipping.
The Attacker has the better end of the map and I seriously question why that is. The Defender should have the advantage as they have had some time, theoretically, to get set up. I suspect this is where most of the complaining is from.
If there is a need for the map to be unbalanced then why isn't the Defender the one with the advantage?
The common complaint in squad or team speak is that the map comes up too often and the ones that don't like it seem to hate it. The biggest problem I had with the map has been eliminated so I have a more generous opinion of it. |
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