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Thread Statistics | Show CCP posts - 1 post(s) |
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CCP raRaRa
C C P C C P Alliance
24
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Posted - 2012.12.06 14:26:00 -
[1] - Quote
High resolution image
Skirmish - Objective Crunch Two teams of mercenaries vie for control of a triangular cluster of NULL cannons within the northern part of this region. Some sectors of this conflict zone are declared off-limits for this operation, reducing the combat area. The battle continues until one of the MCCs is destroyed or until one side depletes the otherGÇÖs clone supply. |
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Cyn Bruin
Imperfects Negative-Feedback
651
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Posted - 2012.12.06 14:49:00 -
[2] - Quote
One thing I'm noticing right off if the map is installation correct. Blue has a supply depot, red doesn't.
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dust badger
BetaMax.
283
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Posted - 2012.12.06 14:51:00 -
[3] - Quote
and an extra turret
and i keep falling for CCP's definition of new maps :( |
D'Finn Rhedlyne
Planetary Response Organisation Test Friends Please Ignore
266
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Posted - 2012.12.06 15:09:00 -
[4] - Quote
Surface to Air Missile installations!!! New toy to play with??? |
Skihids
Tritan-Industries Legacy Rising
968
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Posted - 2012.12.06 16:42:00 -
[5] - Quote
Why would anyone use dropships on this tight map? So why bring SAM turrets? |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.12.06 17:13:00 -
[6] - Quote
Cyn Bruin wrote: One thing I'm noticing right off if the map is installation correct. Blue has a supply depot, red doesn't.
Hmm yeah and blue also has a neutral supply depot and the only neutral turret on their side of the map. I could understand to a point if the defenders had a slight terrain advantage on some maps, but this looks to be a little attacker advantaged on first impression.
Also all these SAM turrets are on the attackers side where the defenders have none and the attackers have no STS turrets unless they hack the neutral one.
Just my opinions from the screenshot, we'll see how it plays out. |
I-Shayz-I
ZionTCD Legacy Rising
172
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Posted - 2012.12.06 21:33:00 -
[7] - Quote
Looks like an offense vs defense map to me.
Red seems to be offense and closer to objectives, while blue seems to be defense and farther from objectives. Even if blue gets all the objectives, they are too close to red spawn point to really progress any further. If red captures all three, blue has the advantage of staying back and defending the areas better. |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.12.07 14:03:00 -
[8] - Quote
Absolutely nothing's changed in this map other than you're spawning -closer- to each other. Sure, good for the instant gratification types but spawning in at objective A just to get killed by three-four guys with pistols/militia rifles at the clone reserve unit directly north of it isn't good for isk.
Staying away from this map from now on. Risk doesn't meet with the reward. |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.12.07 14:04:00 -
[9] - Quote
Weird double post. |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.12.07 15:35:00 -
[10] - Quote
I-Shayz-I wrote:Looks like an offense vs defense map to me.
Red seems to be offense and closer to objectives, while blue seems to be defense and farther from objectives. Even if blue gets all the objectives, they are too close to red spawn point to really progress any further. If red captures all three, blue has the advantage of staying back and defending the areas better. But the map legend shows blue to be attackers and red to be defenders. |
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G-SLicK
Circle of Huskarl Minmatar Republic
185
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Posted - 2012.12.07 21:07:00 -
[11] - Quote
the new maps are horrible, instant red all the time |
tribal wyvern
ZionTCD Legacy Rising
673
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Posted - 2012.12.07 21:19:00 -
[12] - Quote
Ok, you lot seem to misunderstand what these maps are. In the announcements for these new maps it clearly says 'new map variations', nowhere does it say 'new maps' so stop complaining. |
Ruffdraft
On The Brink
2
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Posted - 2012.12.07 22:17:00 -
[13] - Quote
tribal wyvern wrote:clearly says 'new map variations', nowhere does it say 'new maps' so stop complaining.
That's just simply the point the game is Beta and there still testing "variations" of games and maps to see how it works or doesn't. That being said played this earlier and it does seem to be weighted to the reds (apparently defenders) favor 4/1 in game. Its tough if your blue (attackers) but that's the idea right?
Might have something to do with the bigger picture like defending planetary defenses from attackers and of course your defense is going to have the upper hand |
Tzaar Bomba
Doomheim
174
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Posted - 2012.12.07 23:21:00 -
[14] - Quote
tribal wyvern wrote:Ok, you lot seem to misunderstand what these maps are. In the announcements for these new maps it clearly says 'new map variations', nowhere does it say 'new maps' so stop complaining.
You sir, weren't paying attention. 'New map variations' does state 'new map' so yes it does say new map. Just not the way others had hoped. |
Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2012.12.08 00:02:00 -
[15] - Quote
I think what they're really testing here is the ability to stream info to existing terrains without downloading an update. They use the same map and change up the coordinates on the redzone and installations. What I was expecting was a change in large structures within existing terrains at least. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.08 00:54:00 -
[16] - Quote
Worst of the 3.
3 objectives are too close, and it makes dominating too easy since close proximity makes it easy to defend all at once. Redline boundaries too tight, not much room to maneuver and flank attack objectives without being spotted coming. All battles I did were one sided. |
Kevall Longstride
DUST University Ivy League
71
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Posted - 2012.12.08 01:16:00 -
[17] - Quote
Total camp fest.
If you are on the west side (blue) and the reds get the the objectives you might as well log off because your are NOT going to win..
Who designed the two new skirmish maps? Stevie Wonder??!!! |
Zematus
Eleutherian Guard Villore Accords
0
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Posted - 2012.12.08 01:56:00 -
[18] - Quote
I gotta say I like this setup. The grouped turrets provides a great area of defense for Planetary invasion by a merc. or enemy team, allowing them a foothold for planning. The defenders could just as easily spawn one tank and keep their eye for aerial transports. When the stakes are high for the defenders, those turrets don't have a chance with maintained orbital strikes. Sounds fair to me. It SHOULD be one sided. With two highly skilled teams and Eve supported teams...it sounds like a battle below and above. Now if you could actually make PI in lowsec worth that much for someone to care. Decrease the m3 of PI materials. It's too much of a hassle/risk for a corp without a jump freighter. |
Mondays Ghost
BlackMothSyndicate
1
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Posted - 2012.12.08 10:17:00 -
[19] - Quote
Was really hoping for cleaning drones out to be one of the modes : (. I like the sound of the set up for claiming planetary areas, u ll have to really work together in a coordinated way to bring it down. Unlike how it is now were the team smart enough to blob before the other wins. Great thing about dust is covering fire actually works most of the time. Objectives do seem a bit close together, then again points on the maps can look allot closer then when your actually playing on them. And damn u cyn bruin.... u killed me quite a few times tonight... |
Django Quik
R.I.f.t
219
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Posted - 2012.12.08 10:36:00 -
[20] - Quote
This map is my favourite of the new ones - both teams have safe staging areas and either one can still get back in the game if all objectives are lost (as blue you can easily sneak around the back of A and red can easily get in behind B). |
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WhatszGudDawg
ZionTCD Legacy Rising
48
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Posted - 2012.12.08 18:45:00 -
[21] - Quote
PLEASE keep all of these new "Mercenary" maps. I think they're all great and offer a whole new look on the game. Be sure to introduce those other maps and game types soon too! |
Waruiko DUST
G I A N T
90
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Posted - 2012.12.08 23:31:00 -
[22] - Quote
good map that mixes frantic action of ambush with the strategy of skirmish. |
Ivar Iosef
G I A N T
3
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Posted - 2012.12.09 00:15:00 -
[23] - Quote
Seems a bit one sided to me. Every time I load the map it's a complete blowout, not even close. On the winning side it gets boring while you camp the enemy to the red line, while on the losing side you just want to throw your controller in rage at not being able to do anything other than hide in a hole |
BaneSith
Hellstorm Inc League of Infamy
1
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Posted - 2012.12.09 01:13:00 -
[24] - Quote
These new map variations are fun. Keeping in mind that these variations are to test game mode types, this one seems like a "Rush Mode" streamlined for suit combat in close quarters.
The map is misleading, it looks like red is closer to the points, but that is wrong. Red's spawns starts in the vary back, Blue's spawn is practically on top of point Alpha. Also the turrets are a bit unneeded, the squeezed redline make vehicle use impractical.
All in all, i think this map was fun to play. I think this is a great map to bring a persistent squad into. |
aurther kain
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
2
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Posted - 2012.12.09 01:47:00 -
[25] - Quote
Had a go on this map earlier and it was an entertaining match, the fact that the map is biased to wards the defenders made it even more so as the side i was on the attackers really had to work together within there squads to find a way through the lines of defense to take over the objectives! |
HARDLUCKS
Doomheim
1
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Posted - 2012.12.09 11:26:00 -
[26] - Quote
Right your are my friend. That is the way I read it too. Not new maps. Just the maps we've been using reconfigured like they told us...
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CHICAGOCUBS4EVER
TeamPlayers
117
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Posted - 2012.12.10 14:31:00 -
[27] - Quote
All the new maps are interesting, and breath of fresh air to mix things up.
the main issue I found was entering a match and it being half over or 70% over, with no chance of pushing out of your spawn. When you get the opportunity to play any of these maps from the beginning, they are quite fun.
The return of the lobby system is great, although some indication of progress on maps would be great.
It would also be nice if rooms stayed up.. once map was over.. return to war barge for 2 minute intermission and a new map begins.. would be great to have medley maps much like the instant battle finder, and saving loads of time by being in the same room throughout the duration
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CHICAGOCUBS4EVER
TeamPlayers
117
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Posted - 2012.12.10 14:32:00 -
[28] - Quote
also there are literally only 1 or 2 turrets on each side on each map that have any relevance.. the rest exist for the opposing team to blow up and get WP.. saw that over and over all weekend |
rpastry
Carbon 7
28
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Posted - 2012.12.10 14:39:00 -
[29] - Quote
. |
Clarence Guy
Wraith Shadow Guards
0
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Posted - 2012.12.10 22:52:00 -
[30] - Quote
Cyn Bruin wrote: One thing I'm noticing right off if the map is installation correct. Blue has a supply depot, red doesn't.
red does have one |
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Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.12.11 20:49:00 -
[31] - Quote
This map I liked most. What I like about it is that the structures were located relatively close to each other and thanks to that action was an indispensable part of the game all the time. |
dalt ud
Vacuum Cleaner. LLC
62
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Posted - 2012.12.12 07:55:00 -
[32] - Quote
this map was very good for playing
many actions many fun |
Ambiuris Zinum
EL Azteca Empire
4
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Posted - 2012.12.14 16:21:00 -
[33] - Quote
This mode is good. Team work is needed on the attacking side to win. The defenders should always have a small advantage. |
theschizogenious
KILL-EM-QUICK RISE of LEGION
167
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Posted - 2012.12.31 16:38:00 -
[34] - Quote
Cyn Bruin wrote: One thing I'm noticing right off if the map is installation correct. Blue has a supply depot, red doesn't.
there is a supply depot it is behind the building closer to the edge of the map |
Gunner Nightingale
Internal Error. Negative-Feedback
212
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Posted - 2013.01.27 15:40:00 -
[35] - Quote
The redlines that exist for opposing teams are two tight for the right sided spawn members that need to attack the left side of the map.
Specifically the L pipe located on D3-4 is not accesible due to the opposing teams redline that extend well into that area making approach up that pipe to take out players virtually inaccessible and offers a huge strategic advantage to the left side team. Please address the redline boundry for the opposing team to make attack angles to that pipe more feasible.
Thank you. |
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