Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2012.12.08 05:28:00 -
[31] - Quote
Really fun, but needs balancing. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
|
Posted - 2012.12.08 06:01:00 -
[32] - Quote
This is definitely not the kind of map for lone wolf randoms. This map actually requires skill. |
Kosen Driago
WarRavens
25
|
Posted - 2012.12.08 07:15:00 -
[33] - Quote
The modes are pretty fun, but I do think there is something unbalanced about them... I'm noticing that there aren't many close matches. It seems to me, that either your team gets steam rolled or you're doing the steam rolling lol. I don't know what it is, and its not just this mode, it seems to happen on all the modes. Once one side gets the upper hand, theres just no stopping them. Maybe its just my luck (or lack there of depending on the match) but i've had this happen in just about every match i've played so far. I wouldn't have said anything if match results werent so consistent though... |
Vaerana Myshtana
ScIdama Endless Renaissance
197
|
Posted - 2012.12.08 18:36:00 -
[34] - Quote
I liked the focused nature of this map, but as someone else said, this map is almost entirely close combat. Snipers and logistics are not very useful over much of the map.
The western tower bases are behind the redline, which is hard to figure out until you've snuck halfway across the map to find a good sniper position. It's unusual enough that I feel like the redline needs to be pulled back a little so that people can mount the bases. They're still not good sniping positions because everything is under cover- that's fine, but people should be able to get up there and figure it out, rather than feeling hemmed in by the redline.
Also, the point about spawning on the single objective is very valid. If you don't control that objective, and the CRUs aren't available yet, it's WAY too far from your base to the objective. If you lose the initial hack race, by the time you can potentially recover the objective, your MCC shields are serious compromised. The CRUs should drop sooner, and perhaps the two on the south side (attacker) should be swapped left-right (move E3 to southern E4 and E4 to northern E3). That would put the closest CRUs at about the same distance from each base and the objective.
|
WhatszGudDawg
ZionTCD Legacy Rising
48
|
Posted - 2012.12.08 18:47:00 -
[35] - 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! |
BaneSith
Hellstorm Inc League of Infamy
1
|
Posted - 2012.12.09 01:28:00 -
[36] - Quote
These new maps are fun. Keeping in mind that their purpose is to test new game modes, this one seems like a "King of the Hill" type map.
many of the extra turrets don't show up until some time has gone by, this seems to give the losing team a chance to distract the camping team. camping would also be hard as the other team could come from many different angles. Practical knowledge of the maps layout would greatly benefit either team.
This was my favorite of all the new game types. and i hope they become a permanent fixture. |
Card Drunook
DoC Deck of Contractors
79
|
Posted - 2012.12.09 11:13:00 -
[37] - Quote
I find this new setup fun but a fix needs to be made to prevent LAVs from being driven into the hack point.
The defending team can drive a starter LAV into the point and any attackers are unable to hack until they either hack the LAV or blow up the LAV and wait for it to dissolve. Either of these scenarios gives the defenders enough time to spawn back in at lease once on the objective before it can be hacked. |
aurther kain
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
2
|
Posted - 2012.12.09 19:15:00 -
[38] - Quote
This has to be my personal fav of all the new game modes, it is "king of the hill" just cause ur team take objective A 1st dont mean u can sit back and relax, a good team who are communicating with each other can come straight in there and wipe u out! This game mode forces both teams to work tightly not onli with in there squads but as a whole team trying to find the weakness in the defences set in place by the side controlling the objective. once that is done they then have to take control of the objective and repel the onslaught that will be coming there way!!! |
Beyobi
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.12.09 23:39:00 -
[39] - Quote
put "A" in the cargo container seemed like a fun idea... until remote explosives came into play. What a cheap scheme. You can't get any angle on the explosive to shoot it as it is inside the containers, and trying to blow it up inside the cargo container kills you. I use grenades to try to blow up the explosive, but when I go inside to see if the explosive is gone... surprise, it's not. *boom* another bloody corpse. no blinking red lights or green wires or shiny silver duct tape, just a dark gray muted tone wad of "WTF". I even tried to scan the damn things to expose it to my team, sadly nothing. |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.10 01:35:00 -
[40] - Quote
At first I was a bit confused about the starting positions, but I see that they are labeled "defender" and "attacker" so I guess the difference in difference is intentional. Does the attacking MCC have more hp or something? It would be cool if the defending MCC started with reduced shields and slowly regenerated them by a fixed amount (no regen for attack). You could then give checkpoint A to def. @ the start too, so they can spawn there.
I thought about it a little more, and I guess your intention is for corps to control planets/areas, and to take over that area another corp has to battle the defending one? Is that why there's a slight advantage to def.? It'd make sense then. |
|
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.12.10 09:33:00 -
[41] - Quote
The fire-fights can reach insane levels around the objective. Teamwork is definitely needed for success. Though I have to say placing it in a container makes it a bit too easy to guard. If a group comes up, grenades and mass drivers. If a lone soldier sneaks in, a pistol to the back of the head.
The turrets that drop under the MCC are pretty much useless, except for providing points to forge gunners and swarm launchers. And the map seems a little big, but when we can have more mercs in one battle this could change.
It's also too easy to redline/get redlined with the current setup. The narrowed redline makes sneaking around a competent sniper difficult, and any halfway decent team is going to have an anti-vehicle specialist or two so trying to rush with vehicles is a waste of ISK.
If the enemy gets the objective first your only hope is an incompetent team; that or for all their controller batteries to run out at the same time. |
Eternal Tyrant
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2012.12.10 11:34:00 -
[42] - Quote
Had an awesome match here - the blues managed to capture the objective first and actually managed to organise into a tactical line of sorts to take on the incoming reds which had also organised into definite squads.
We held out for about 7 minutes before the reds took over the objective and roles literally reversed, the blues attacking in squads against the reds who had taken up some effective formations.
About 6 minutes later the battle flipped again. Very entertaining and the lack of snipers is refreshing although it must be harsh on those who specialise in that sort of thing - guess they should just avoid these close-quarters maps!
If only I could get the HMG to be as effective as it should be... when I shoot an opponent at point blank range it seems like only 10% of the bullets actually happen, either that or it's way underpowered. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.10 13:56:00 -
[43] - Quote
It's very easy for a logi to just sit inside the container the node is in with a repair nanohive and remote explosives. |
Muscaat 514
EVE Markets
14
|
Posted - 2012.12.10 17:41:00 -
[44] - Quote
Very fun, very intense matches on this map. I died a lot but I didn't mind |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.12.11 20:37:00 -
[45] - Quote
Blue structures falling from sky I think that if in next 15-20 or 30 second a blue CRU will drop from the sky, everyone in the team should get notification about that. It's very important information and I bet that if we could have Team Commander he would tell or show us where would the new structure land and when it would be activate. That information could be visible for everyone or only for Squad Commanders(to reduce "information noise"), beside cmdr's should be able to interact with it by setting some orders on it - def circle, or rally point(in that moment everyone in squad should "see" what they are defending). |
dalt ud
Vacuum Cleaner. LLC
62
|
Posted - 2012.12.12 08:00:00 -
[46] - Quote
good map, but i think 2 objective point will better, because will create something like line of front |
Cross Atu
Conspiratus Immortalis
774
|
Posted - 2012.12.14 16:31:00 -
[47] - Quote
I very much like the concept of this map and hope that CCP continues to provide maps like it in future (single objective, tight play area, lots of hackable elements).
That said the map needs polish, the ability for a team to park a LAV inside the objective space thus preventing a hack of the objective is beyond imbalanced and all the way into "only if the match has become totally one sided in favor of the they aggressor will this objective change hands". Obviously in games without the LAV parking the experience will differ, as such the physical characteristics of the objectives surroundings need to be such that no one is able to park a vehicle on top of it to prevent hacking.
|
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.12 03:35:00 -
[48] - Quote
I've never seen this map pop up :/ |
Odayian Dust Bunny
One-Armed Bandits Orbital Rights
12
|
Posted - 2013.01.17 18:44:00 -
[49] - Quote
crazy space 2100046106 wrote:I've never seen this map pop up :/
I hope this comes back in to the rotation. I have yet to see this since the TQ merge. |
Jayquan18
The Southern Legion
42
|
Posted - 2013.01.22 12:26:00 -
[50] - Quote
Sylwester Dziewiecki 2100045817 wrote:I think that D3-E3 is missing supply depot I never played this map before, and i always play skirmish. |
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |