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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
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CCP Cmdr Wang
C C P C C P Alliance
1876
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Posted - 2012.10.26 17:47:00 -
[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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Obama DAT
Doomheim
389
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Posted - 2012.10.26 17:51:00 -
[2] - Quote
This is by far my favorite Ambush map. I enjoy the balance between open spaces and close quarters battle within the compound. Would love to see more urban enviroments in future maps. |
Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.26 18:00:00 -
[3] - Quote
This map is too large for 16v16. Once we get 32v32 thus will be more fun. Also the lag is horrible. Thank you for removing this map until the frame rate issues are fixed. |
Oxskull Duncarino
Shadow Company HQ
162
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Posted - 2012.10.26 18:09:00 -
[4] - Quote
Have ye removed the top northern section(Point A, a CRU, and a depot) from being playable, or is it just the highlighted area shown is incorrect. |
Lavirac JR
DUST University Ivy League
129
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Posted - 2012.10.26 18:20:00 -
[5] - Quote
Oxskull Duncarino wrote:Have ye removed the top northern section(Point A, a CRU, and a depot) from being playable, or is it just the highlighted area shown is incorrect.
Yeah, looks like they cut off the Northern mountainal (<-Ha! English Butchery!) region. Lot of fun this map, hopefully they don't have to cut off the Northern part...
--We are also missing the fifth map we used to have, where it had B and C in a compound, C in the building with a cloner near by. I loved that map, allowed me to shut gun really effectively. |
Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.26 18:24:00 -
[6] - Quote
Lavirac JR wrote:Oxskull Duncarino wrote:Have ye removed the top northern section(Point A, a CRU, and a depot) from being playable, or is it just the highlighted area shown is incorrect. Yeah, looks like they cut off the Northern mountainal (<-Ha! English Butchery!) region. Lot of fun this map, hopefully they don't have to cut off the Northern part... --We are also missing the fifth map we used to have, where it had B and C in a compound, C in the building with a cloner near by. I loved that map, allowed me to shut gun really effectively.
That was the same map as this but with different modules in the slots. No need for a section for each configuration of the same maps or we could eventually have dozens of these sections. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 18:25:00 -
[7] - Quote
the ambush portion of this map is far too large and could prove a problem with corp fights. (randoms don't communicate so there is no problem with that yet)
all the default spawns are in and around the city. if an entire enemy team were to pick up and move to the western or eastern edge with drop uplinks and nanohives and just camp there would be no hope for the enemy.
all they would have to do is get their snipers ready and swarms for any vehicle.
the skirmish part is fine, no spawn camps pretty decent map. |
Oxskull Duncarino
Shadow Company HQ
162
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Posted - 2012.10.26 18:26:00 -
[8] - Quote
Lavirac JR wrote:Oxskull Duncarino wrote:Have ye removed the top northern section(Point A, a CRU, and a depot) from being playable, or is it just the highlighted area shown is incorrect. Yeah, looks like they cut off the Northern mountainal (<-Ha! English Butchery!) region. Lot of fun this map, hopefully they don't have to cut off the Northern part... --We are also missing the fifth map we used to have, where it had B and C in a compound, C in the building with a cloner near by. I loved that map, allowed me to shut gun really effectively. Ye, I've had some great fun on this map. Somewhat urban combat mixed with the more open battlefield stuff. I think the map you're talking about was removed while they try to sort some problems with it. |
lordjanuz
Norwegian Dust514 Corporation
88
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Posted - 2012.10.26 18:31:00 -
[9] - Quote
Yes this is also a fun map, but have experience much lag on this lately. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.10.26 20:16:00 -
[10] - Quote
Loved the layouts of the turrets, crus and supply depots. Added with the terrain it really made it so that capturing the objectives was only part of the battle. A well organized rally from any hackable structure could really turn the tide on this map. |
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HEAT SoulRipper
ZionTCD Legacy Rising
45
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Posted - 2012.10.26 21:31:00 -
[11] - Quote
High Res link broken here as well.
EDIT= Remove the + symbol at the end of the link and it works. |
Cross Atu
Conspiratus Immortalis
774
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Posted - 2012.10.26 21:39:00 -
[12] - Quote
Ambush This map may be a bit spread out for ambush with 16v16 teams, reducing overall conflict and pacing of the match (more likely to deplete game clock than clones).
Skirmish One of my favorite maps, rewards team play and diversity of squad/team deployment. Calls for more battlefield awareness and tactical adaptability due to the distribution of resources (i.e. various hackable objects) and the distance between them. I've seen the lead on this map change hands many times in one game, and often due to one squad (or even one player) having the awareness to flank or push at the right time (as opposed to being locked into trench warfare or over focused on capturing a specific point).
Conclusion Ambush might benefit from a bit of a truncation of this map. In Skirmish however the size, sprawling layout and rich but diffuse hackables makes this one of the most interesting maps to play on.
0.02 ISK Cross |
Lilith Serenity
Hellstorm Inc League of Infamy
7
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Posted - 2012.10.26 21:54:00 -
[13] - Quote
I like this map the most cause I feel its more balanced than the others but it suffers from really bad lag when it uses a specific large structure in the middle. |
Fleen Costell'o
Vacuum Cleaner. LLC
10
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Posted - 2012.10.27 04:12:00 -
[14] - Quote
Great card but the base Galante I liked more, it seems Caldari base or factory. In the future, I want to see places deserving of our deaths!
From Russia with Love |
Free Healing
L.O.T.I.S. Legacy Rising
234
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Posted - 2012.10.27 07:31:00 -
[15] - Quote
I really like this map on Ambush. Seems every time i go here (which is rare for some reason (I've only been here maybe 5 or 6 times?) i find a new Niche of the map i didn't see before. There's alot of corridors where you have to go slow to avoid detection and try to flank your enemy. Then there are open spaces where People below you (or under stairs) can shoot at you without you knowning they are there.
On skirmish i feel like the 3 points outside of the Large facility didn't get much love. D and E look exactly the same... not to mention they look kidna odd and like they're begging to be camped by snipers who have no love for me and my fellow Logibros. Then A which looks kinda like a Small town comparable to Objective A in Harvest Line. The null cannon is seperated at somewhat equal distance from 2-3 buildings. only it's alot more flat and approachable so it's very difficult to protect. Esspecially since the place you have to stand to hack it doesn't face any of the buildings and instead faces out into the open. Overall though i'd say it's a good map. Just awkward.
Keep the faith. |
Raxsus1
Doomheim
42
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Posted - 2012.10.27 19:52:00 -
[16] - Quote
Isn't this the map with a random turret spawn on top of the large circular building. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.10.28 01:09:00 -
[17] - Quote
@OP Right side of image needs to be reverted to previous layout as it offered superior cover and could be played strategically. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
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Posted - 2012.10.28 18:08:00 -
[18] - Quote
Forlorn Destrier wrote:This map is too large for 16v16. Once we get 32v32 thus will be more fun. Also the lag is horrible. Thank you for removing this map until the frame rate issues are fixed.
Agreed on both counts. Lag was bad AND map is too big for 16v16. Map would be MUCH more fun if they can eventually get the player count up to 24v24 or even 32v32. As it stands, there's too much running around, not enough action.
If the player count can't be brought up, my suggestion would be to find a way to make the map a little narrower. It's essentially a rectangular shape. Make it a slightly slimmer rectangle. This would force more action by funneling people into the letters, and creating what would be a "battleline" where a letter can be contested. You'd still be able to sneak behind said line to capture a letter, but it would be tougher. |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.10.29 02:30:00 -
[19] - Quote
The large railgun turret by objective E need's looking at, right now i use it as my first point of call in any fights as it's got an amazing view of almost the entire map and allows you to take out 5 large turret installations right at the start of the game for 500 warpoints before anything even really gets off the ground, that's a huge advantage to anyone with that alone taking about 2-3 mins and providing something like 15% of the total WP required for a precision strike. Even now, with the OB increased cost and reduced WP gain i can sometimes get in 3 OB's on this map playing with randoms and not playing as part of a squad. |
Jayquan18
The Southern Legion
42
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Posted - 2012.10.29 12:52:00 -
[20] - Quote
Forlorn Destrier wrote:This map is too large for 16v16. Once we get 32v32 thus will be more fun. Also the lag is horrible. Thank you for removing this map until the frame rate issues are fixed.
I agree map is too large for 16vs16. |
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Vexen Krios
Doomheim
95
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Posted - 2012.10.29 14:28:00 -
[21] - Quote
map lags alot in ambushes for me. along with the skyfire cannon. |
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
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Posted - 2012.10.29 18:38:00 -
[22] - Quote
Vexen Krios wrote:map lags alot in ambushes for me. along with the skyfire cannon. That's not a sky fire cannon. Those are much bigger and target ships in space. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.30 22:15:00 -
[23] - Quote
The version of it with the smaller structure in the middle is my personal favorite as an LAV driver- driving around B is the only place where a blaster turret is better than a missile turret. |
Bojo The Mighty
Bojo's School of the Trades
427
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Posted - 2012.10.31 02:43:00 -
[24] - Quote
I feel like the center complex should be expanded. This is by far the best CQC map and has the best complex area because of how intense and local fights can be. I think that if expanded, it could be a little more vehicle friendly and open up a whole new book of strategies. I figure that a multi-level system would do this area good, but no higher than three stories max. |
Mace Karren
IMPSwarm Negative-Feedback
24
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Posted - 2012.11.09 16:15:00 -
[25] - Quote
My favorite map for Ambush. Lots of cover and mid-range firefight are fun. The lag is a huge issue, though. sometimes the lag is so bad I can't even move. Multiple stories should definitely be taken into consideration. |
Adstellarum
G I A N T
6
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Posted - 2012.11.11 14:31:00 -
[26] - Quote
i haven't played this map but i did play one similar to it in a previous build where the attacker had to hack/destroy targets A and B to unlock the rest of the map which had points C, D, and E although i think once the original A and B were done they just named the 3 new points A B C instead of C, D, E that map kind of gave it a MAG feel in that the attacker had to open up the remaining points to be attacked... and those points needed to be held until the MCC docked... it is the opened up part that has this similar layout that one had previously mentioned... would be nice if they could bring that old map back as well as this one and fix the lag issue if that is all there was to it. |
Paul Etrades
Tronhadar Free Guard Minmatar Republic
12
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Posted - 2012.12.05 00:50:00 -
[27] - Quote
The skirmish variant of this map is by Far my favorite map, it's balanced between either side (a problem i see a lot with other maps) , not easy for any specialty, and over all a great template for maps like that. My only concerns for it (skirmish) is that it sometimes feel to big and you feel completely helpless when you are getting hacked across the map.
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R Slaney
Crux Special Tasks Group Gallente Federation
1
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Posted - 2012.12.05 17:42:00 -
[28] - Quote
I Have found collision detection issues around the road dividers in grid location D7. When Crouched and you try to go around them you have to walk prob two feet from the side inorder to get out around them. Not sure if anyone else has had or seen this issue. |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
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Posted - 2012.12.18 20:47:00 -
[29] - Quote
Specializing in crushing people with an LAV, this map is no fun, but it has not come up enough for me to grow found of its close quarters combat.
I did try to enter with the LAV from the broken ramp at the south-western edge of 6D, but I fell onto an edge of a broken firey container thing, which caused my LAV to run out its life and explode, like the fire was burning it? I am not sure if that is an intended thing, or not, so I'm mentioning it. As I recall driving onto other buildings in the past without auto LAV-life depletion effects, and getting stuck many times without such effects, even as a teeter-totter on blockades, and it never ran the life out of the vehicle before, so I am unsure of the implication of that one time, when I tried to javelin myself into that area.
DUST514, the new 'Wave Race'. Looking both ways before crossing the road, was never so important. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2013.01.01 16:53:00 -
[30] - Quote
Now that the framerate issues are gone in the ambush variant, can we get the skirmish variant back on this build or will it be available once we move to TQ? |
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