Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.11.12 21:20:00 -
[1] - Quote
My serious thought was that the south spawn has way better position over the points then the north spawn. you can get to b faster from the south spawn. From the north spawn they have to LAV up a hill its way slow. A looks down on C and has height advantage, south side spawn has a hill that directly overlooks B and B spawns. The south spawn has a hill in the redline that prevents you from looking into there spawn area vs the other spawn. south spawn has a Hill that is inbetween A and the south spawn that over looks A and over looks like 4-5 spawns, the hill im refering to is the small one inbetween the roads to the right of ammo depot and north of the south spawn. north MCC spawn has a good hill that can cover large Gaps of the map while in the red zone. Thats all my thoughts, roughly balanced but not 100% imo
The things I think make the map great are the nice long range fire fights, if your not getting sniped its perfect tactical AR space which is how i perfer to play the game. some of the protruding spikes make if fun, they are put in decent spots to make a tricky vehicle map. but mostly I like the firefights :) |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
324
|
Posted - 2012.11.13 12:50:00 -
[2] - Quote
My experience has been that even when the south team heads straight for B after spawning in, the north team will be hacking it before they can get there. I think that's because if you spawn in at the MCC and call in a lav, the RDV drops the truck on the road with its nose facing the wrong way and into a wall. That makes you waste precious moments doing a three point turn. Often, the southern guys who just started running for B are close to arriving there when the truck shows up. Also it seems like 9 times out of 10 it's the south team that gets hemmed in to their base. They have to start with uplink fits and create several extra spawn points, because it isn't hard for the north team to capture all 3 locations within the first couple minutes.
This all gets me thinking that the old style of skirmish would be awesome on this map. You know the one, where we had the two stages - defence relays and then installation assault. The south side would be the defenders. Those hills would be less of an advantage once the redline moved back. It'd make an interesting defender dynamic, because if all your guys are on the hills and just one guy with an uplink gets through then the game is over. Put some of the team in the base and it's easier for the north team to break through. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.01.15 21:38:00 -
[3] - Quote
I'm glad this thread was already made, saves me the time.
I ran (because spawning LAV's right now is too clumsy and time consuming) from the spawn to B (the closest objective to north spawn) and by the time I took B, I was getting shot at, and by the time I took the CRU, I was killed, and the CRU instantly got taken.
This map is far too imbalanced on starting positions in skirm right now. move B side spawn/MCC up to roughly where they used to be, or a happy medium. otherwise this is one of my favorite maps, due to the awesome randomness of the structures. |
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.01.19 05:42:00 -
[4] - Quote
One side can get A and C before other side can get B too imbalanced atm |
DPyro WSG
Wraith Shadow Guards
12
|
Posted - 2013.01.23 17:25:00 -
[5] - Quote
This map has too many sniper points and the entire team ends up sniping instead of capturing the objectives. |
zazer temp
Holdfast Syndicate Amarr Empire
0
|
Posted - 2013.01.23 21:08:00 -
[6] - Quote
The team that spawns on the "A" and "C" side has a huge advantage. The team that spawns on the "A" and "C" side can hack "A" and "C" before the team that spawns "B" can even reach 'B". Then there is a nasty spawn trap that can be done on the people spawning on "B" which makes it extremely difficult for the "B" side team to even hold "B" for any serious length of time. This then in turn creates another spawn trap back at the "B" side team's starting spawn that I have yet to find a way to escape from. |
Judge Rhadamanthus
Shining Flame Amarr Empire
5
|
Posted - 2013.03.08 20:31:00 -
[7] - Quote
Agree with OP
I kept track over 2 days.
Fought as B spawn 6 times A spawn 5 times
Every time I spawned B the other team had A and C and arrived at B the same time I did having spawned a LAV right at the start. Not balanced. It is too easy for A team to get themselves settled in and for B its mainly too much of a fight just to regain some ground. |
Rus Rhiannon
Gradient Electus Matari
11
|
Posted - 2013.04.04 09:40:00 -
[8] - Quote
DPyro WSG wrote:This map has too many sniper points and the entire team ends up sniping instead of capturing the objectives.
That problem is easy to solve: field a counter-sniper. One good counter-sniper can easily either kill the enemy snipers or force them to relocate to worse shooting positions. By the very nature if you are at spot where you can see most of the area you can also be shot from most of the area. |
Psychotic Shooter
Opus Arcana Orion Empire
24
|
Posted - 2013.04.04 11:59:00 -
[9] - Quote
in a war maps will always be unbalanced but your skill and tech will make you thrive |
KripnawtiQ Prime
L.O.T.I.S.
229
|
Posted - 2013.04.08 02:41:00 -
[10] - Quote
Mavado V Noriega wrote:One side can get A and C before other side can get B too imbalanced atm
Absolutely. I only recently started paying attention to this. Nearly every match spawning in fron the B side, the other team has A and C locked up by the time you make it to B because of the dramatically increased distance you have to travel. If the opposing team has any sense at all, they use the railgun installation outside if C to pin you down with cover fire while they advance. Imo this needs some attention. |
|
|
CCP LogicLoop
Imperial Academy Amarr Empire
28
|
Posted - 2013.04.08 03:17:00 -
[11] - Quote
KripnawtiQ Prime wrote:Mavado V Noriega wrote:One side can get A and C before other side can get B too imbalanced atm Absolutely. I only recently started paying attention to this. Nearly every match spawning in fron the B side, the other team has A and C locked up by the time you make it to B because of the dramatically increased distance you have to travel. If the opposing team has any sense at all, they use the railgun installation outside if C to pin you down with cover fire while they advance. Imo this needs some attention.
This map has had changes made. Expect a newer version in the near future. |
|
Halador Osiris
Dead Six Initiative
128
|
Posted - 2013.04.08 13:48:00 -
[12] - Quote
When I'm in my DS or Tank, I prefer the B-side spawn, as it's a far shorter trip to cover from the battlefield and once you're in cover there is a lot more space to work with. With the A-side spawn, when I withdraw my dropship I have to hover behind the buildings. The tank has a field to make it across without catching any rail/forge/swarm fire before getting to cover. |
G Torq
ALTA B2O
129
|
Posted - 2013.04.08 17:38:00 -
[13] - Quote
From attacker's side, have 2 squads grab quick LAVs and rush C - should be an easy victory then. |
|
|
|
Pages: 1 :: [one page] |