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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 - 2012.12.19 10:03:00 -
[1] - Quote
High resolution image
Ambush Two teams of mercenaries fight to deplete the available clone reserves of the other team within the allotted mission time. If the mission timer expires before the enemy can be eliminated, the team with the most available clones is deemed victorious. |
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Jathniel
G I A N T
34
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Posted - 2012.12.20 18:40:00 -
[2] - Quote
Red line is too tight for Ambush. You are almost always within range of mid-range weapons. Fighting against Officer-level AR when someone is set up on the western rigging is almost a no-go, and you cant get far enough to get on a fuel tank to snipe them off. The tighter red lines in general, make the combat faster, but its eliminating different play styles, and limiting troop movement and counter-strategic options. Part of the beauty of Dust514, is that you can pull away from combat, change your gameplay pace, rethink your strategy, etc., and it does not force you into CoD-style gameplay. When people are running around with Area-of-Denial weapons like Mass Drivers and Marauders.... You need some retreating space. The current red line congestion makes this needlessly difficult. Dont tell me Im in an unsafe zone and I dont have space when I can clearly see I do.
This is my very first post, because it annoyed *that*much. ><
Otherwise, you're doing a fine job.
EDIT: "western rigging" = piping fixture from D2-D4. |
Draco Cerberus
D.A.R.K L.E.G.I.O.N
6
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Posted - 2012.12.25 20:45:00 -
[3] - Quote
I enjoy this map because no one is too far away to hit. Yes it means CQB and equalizes the long/short range battles into a firefight where most parties are "visible targets" rather than always out of reach. Everyone dies, just the way it should be. I don't feel that this is contradicting my corp mate but rather agree that it limits the players and believe it benefits us to have this map the way it is. Plan your battle don't let the other guys plan it for you. |
Jathniel
G I A N T
34
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Posted - 2013.01.06 10:55:00 -
[4] - Quote
Draco Cerberus wrote:I enjoy this map because no one is too far away to hit.
If you prefer mid to close-range combat then this feeling is understandable, but I simply do not share it. To be clear, the problem isn't the map, but the restrictive "Unsafe Zone".
Draco Cerberus wrote:Yes it means CQB and equalizes the long/short range battles into a firefight where most parties are "visible targets" rather than always out of reach.
...which totally defeats the purpose of *long-range sniping*, and prevents dropship pilots from having room to maneuver and retreat. You "equalize" range in combat by simply approaching or withdrawing from your opponent.
Draco Cerberus wrote:Everyone dies, just the way it should be. I don't feel that this is contradicting my corp mate but rather agree that it limits the players and believe it benefits us to have this map the way it is. Plan your battle don't let the other guys plan it for you.
This last quote is a contradiction, because when you determine that everyone dying is 'the way it should be', and decide that limiting player strategic options is beneficial, then 'planning the battle for everyone' is exactly what you're doing. This is about logistics, common sense, and simple observation. It has nothing to do with player tenacity, so keep the bravado out of it.
How about this? Stop viewing snipers as "too far away to hit". Don't let them 'plan your battle for you'. |
Jathniel
G I A N T
34
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Posted - 2013.01.06 11:19:00 -
[5] - Quote
@ CCP raRaRa:
I've been trying to simply stomach the new unsafe zones, but i'm posting again because it's simply too annoying to ignore. It's a conundrum to me why many of the people I play with in various guilds speak unfavorably of the restrictive red line, yet I can't find a thread on these forums that discusses it. Perhaps, no one wants their tenacity as a player to be questioned or ridiculed. Perhaps they simply haven't the time.
Either way, simply put, the red line is too tight. The unsafe zone perimeter is too tight, and it essentially eliminates LR sniping and room for dropship pilots to retreat. I'm using my AR and tank more often, simply because i find them more effective than my sniper rifle on a majority of the ambush matches i attend.
I can enjoy the game, but this is getting harder to accept as time passes. I guess I'm speaking for a silent minority, but I just have to. You all have done fine work. I'm sure you will find a reasonable remedy for this, instead of simply resigning to babysitting mid/close range players with this restrictive red line. |
recon3x
Namtar Elite Gallente Federation
0
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Posted - 2013.01.15 08:05:00 -
[6] - Quote
Are u guys going to better the graphics ? |
dalt ud
Vacuum Cleaner. LLC
62
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Posted - 2013.01.28 16:08:00 -
[7] - Quote
very good map |
Atikali Havendoorr
HERBGROWERS
0
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Posted - 2013.02.13 01:55:00 -
[8] - Quote
Although this is my favorite map, I have to agree with Jathniel that the red line is too tight. Widening it would make the battles more dynamic. But don-Št make it too wide, because I like the intimate, but still not narrow feeling of this map. Just enough so that you can go around the center building without being reached from it. |
X-eon
Planetary Response Organisation Test Friends Please Ignore
1
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Posted - 2013.02.23 21:25:00 -
[9] - Quote
The "truck" on top of C5 isn't solid. bullets fly right through it. On every game mode. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.03.17 03:52:00 -
[10] - Quote
This map needs more solid cover. I found myself being spawn killed over and over by tanks simply parked in the street. Actually, we almost lost a match because of it |
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Robert JD Niewiadomski
NULLIMPEX INC
70
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Posted - 2013.04.30 10:11:00 -
[11] - Quote
~GMT 2200 Apr 29, 2013 Nanohives placed (not by me) on the 1st floor (up from ground floor) @D5 enter quantuum uncertainty state. Ie. they appear on scanner screen but i can't "see them" actually. When i stand on them, according to scanner screen, no ammo resupply happens. Moment later i can see them. Other actions seems OK so it is not caused by lag imho. Is there a hidden room on the ground floor below that deck?
Some time ago on that map (a month ago?), sorry to report it now: @E5 are metal stairs. When i'v crouched below them and moved backward and partially "merged" with construction supporting a stairs landing part, i was "moved up" and appeared on the stairs landing... |
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