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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP raRaRa
C C P C C P Alliance
24
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Posted - 2012.12.19 10:20:00 -
[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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From Costa Rica
Grupo de Asalto Chacal CRONOS.
66
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Posted - 2012.12.20 18:34:00 -
[2] - Quote
I don-Št know if this is the one i played yesterday, but oh my freaking kitten, the spawn sistem is insane, i spawned in fron of enemies 5 out of 10, the map is incredibly small so the is no where to run or hide, this can only be played with militia suits, Anything else and you will loose money,
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God Hates Lags
Amarr Templars Amarr Empire
5
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Posted - 2012.12.21 17:27:00 -
[3] - Quote
This map is too congested for the number of people playing in it, so enemies spawn behind you so much that even a drop uplink on the redline gets overrun almost instantly. The map is good, just too small. |
Eachan Graeme
Circle of Huskarl Minmatar Republic
2
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Posted - 2012.12.22 18:18:00 -
[4] - Quote
As has been pointed out before, the spawn system on Ambush is just plain broken. At least one out of three spawns puts someone right in the middle of a firefight, or right behind or in front of a red. Combine this with little cover and it's difficult to field anything in here unless your team is dominating (and then I just feel really bad for the other team)
Nothing makes a map less fun than getting spawned right in front enemies on a regular basis. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
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Posted - 2012.12.24 00:42:00 -
[5] - Quote
Can default spawn = not any droplink on the map and be random.The small map our one droplink was over run and they camped it and we couldn't spawn anywhere else. and had to be killed till the spawn was damage from them killing us. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.29 06:04:00 -
[6] - Quote
Way too small and messy. This map has frequently dying as soon as I spawn. |
Baal Roo
Subdreddit Test Alliance Please Ignore
809
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Posted - 2012.12.29 11:35:00 -
[7] - Quote
Great map.
The rock spire in the bottom right corner of D-6 is wonky though. If you're standing on it and fall in the big crack, you get stuck and have to suicide. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1590
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Posted - 2013.01.04 05:25:00 -
[8] - Quote
1. Way too small. 2. Unable to make much use of the structures that are just within the red zone. 3. Spawn locations are not random at all (just like all the other ambush maps) as they are quite predictable. 4. Spawn locations sometimes place you out in the open where you can easily get killed. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2013.01.06 21:30:00 -
[9] - Quote
This map is absolute garbage. Can you say CoDumbasses? |
Atlas Exenthal
mnemonic.
30
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Posted - 2013.01.26 09:47:00 -
[10] - Quote
Agreed, this map is absolutely terrible for Ambush. Spawn killing is impossible to avoid as the areas are way too wide open |
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dalt ud
Vacuum Cleaner. LLC
62
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Posted - 2013.01.28 16:06:00 -
[11] - Quote
good infantry map
only immobile crabs.. oh, sorry, campers cry about "too small"
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Klank Klank
VENGEANCE FOR HIRE
20
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Posted - 2013.01.29 18:26:00 -
[12] - Quote
Once a battle gets going it can be funly fast and furious, but many times it's just pure chaos and straight up terrible. |
Ivor Trump
Seituoda Taskforce Command Caldari State
0
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Posted - 2013.02.10 08:45:00 -
[13] - Quote
Far too small, and this exacerbates all the problems with spawning. Becomes frustrating very quickly as one death almost inevitably beomes two or three with nothing the player can do about it due to where you have spawned. Given that this game is supposed to be funded by people paying real cash for in-game equipment, this map in particular highlights that you're paying to buy equipment you will get no chance to use before you're dead (I appreciate that this is a problem on all the ambush maps).
I've played this map a few times now but I think I'll leave the battles on this map in the future. |
Atlas Exenthal
mnemonic.
30
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Posted - 2013.02.21 05:56:00 -
[14] - Quote
Map is still ******* abysmal. Spawn killing is rampant, and now that player SP is higher there is a extremely obvious need to reduce the vehicle cap down to nothing. It doesn't take much to be good with a tank. The size of the map, awful spawn system, and range of the turrets make this map a waste of our time and money once some ******* brings out a tank (teammate or otherwise). |
Painax Paul
KiLo.
0
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Posted - 2013.02.27 06:35:00 -
[15] - Quote
Yup, simply an awful map. It is too small and the spawn points are poorly placed making spawn kills a way of life here... I never use an expensive fit on this map because of the significant losses this map inflicts. |
Yukari Akiyama
Oarai Girl's Academy
0
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Posted - 2013.02.27 16:29:00 -
[16] - Quote
This map plays differently now, did they do something with the spawns? I noticed that teams tend to spawn on opposing sides now rather than all over the goddamn place. This is probably for the best but I do kinda miss the general confusion this map used to provide. Battles on it seem a little more ponderous and slow now. It also feels like the team spawning on the right side have a slight advantage in terms of cover and since the other team can't be displaced from their side I can see it being very one-sided. Also my main complaint is that this is the only map I'm decent at, now I can't sneak up on snipers on the high rocks all day long.
I've only played it twice today so perhaps this spawn thing is all in my imagination but it does feel very different. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1622
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Posted - 2013.03.04 06:47:00 -
[17] - Quote
I agree that it is very one sided. Anyone who has control of the east side will have major advantages. Snipers have the rock spires to give them the high ground while assaults and heavies have the center that has a natural defense towards the west.
Those on the west side are generally trapped unless they are fast enough to sneak through the redline. Even then, the redline can be used mostly against them by other scouts who know them well enough.
If you guys can at least move either the west or southern redline a little further back, you might be able to give the folks stuck in the west side a fighting chance. |
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CCP LogicLoop
Imperial Academy Amarr Empire
9
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Posted - 2013.03.09 03:27:00 -
[18] - Quote
Re-posting in this thread. I posted to another thread about this.
We are currently doing some work on the Manus Peak ambush. I am considering extending the game-play area into a couple of the smaller infrastructure areas along the C row to allow for some more diverse play. What are your mercs feelings and or thoughts about that? |
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Corvo The Shadow
Regime Of Shadow Marines
23
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Posted - 2013.03.09 11:12:00 -
[19] - Quote
That would be awesome it would add a new feel to the gameplay |
Icy Tiger
Universal Allies Inc.
1077
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Posted - 2013.03.09 14:21:00 -
[20] - Quote
CCP LogicLoop wrote:Re-posting in this thread. I posted to another thread about this. We are currently doing some work on the Manus Peak ambush. I am considering extending the game-play area into a couple of the smaller infrastructure areas along the C row to allow for some more diverse play. What are your mercs feelings and or thoughts about that?
Sure,if you could add more infantry focused areas it would work well. |
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Terry Webber
Gothic Wars Consortium
41
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Posted - 2013.03.09 20:45:00 -
[21] - Quote
CCP LogicLoop wrote:Re-posting in this thread. I posted to another thread about this. We are currently doing some work on the Manus Peak ambush. I am considering extending the game-play area into a couple of the smaller infrastructure areas along the C row to allow for some more diverse play. What are your mercs feelings and or thoughts about that? I like this. If you decide to add them, put them some distance away from the middle where the pointed rocks are. |
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CCP LogicLoop
Imperial Academy Amarr Empire
13
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Posted - 2013.03.11 02:16:00 -
[22] - Quote
Terry Webber wrote:CCP LogicLoop wrote:Re-posting in this thread. I posted to another thread about this. We are currently doing some work on the Manus Peak ambush. I am considering extending the game-play area into a couple of the smaller infrastructure areas along the C row to allow for some more diverse play. What are your mercs feelings and or thoughts about that? I like this. If you decide to add them, put them some distance away from the middle where the pointed rocks are.
The battlegrounds are designed for the Skirmish game play. We then add upon those defined areas with our OMS and Ambush. So we currently have to use the areas that exist.
What I have done is extended the ambush area to include the three smaller infrastructure areas to the north of the current space used in Ambush. So this area is no longer very small and will have some more interesting areas to play in. |
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Telcontar Dunedain
Imperfects Negative-Feedback
360
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Posted - 2013.03.12 18:05:00 -
[23] - Quote
CCP LogicLoop wrote:Terry Webber wrote:CCP LogicLoop wrote:Re-posting in this thread. I posted to another thread about this. We are currently doing some work on the Manus Peak ambush. I am considering extending the game-play area into a couple of the smaller infrastructure areas along the C row to allow for some more diverse play. What are your mercs feelings and or thoughts about that? I like this. If you decide to add them, put them some distance away from the middle where the pointed rocks are. The battlegrounds are designed for the Skirmish game play. We then add upon those defined areas with our OMS and Ambush. So we currently have to use the areas that exist. What I have done is extended the ambush area to include the three smaller infrastructure areas to the north of the current space used in Ambush. So this area is no longer very small and will have some more interesting areas to play in.
That's good to hear LogicLoop. I'd like to see some more room to move in most of the Ambush maps.
The large socket ambush maps like Skyfire, Biomass, and Communications actually work well outside of their continued performance issues.
To me Manus Peak was distilling (unfortunately) some design directive to "speed up" the maps in Ambush. Was this actually a design directive?
I found the ambush maps like the Rocket Launch pad considerable less fun after the redlines shrank in Oct/Nov.
I like roaming a bit in ambush and finding some smaller fights with my squad. This is almost impossible to do in the ambush maps with shrunken redlines like Rocket Pad and the Line Harvester map.
Also, what are these invididual small sockets/assets called? "tabletop", "truck thing"? "big square things with truck things underneath"?
P.S. Come talk to us on IRC |
Moonracer2000
Subdreddit Test Alliance Please Ignore
341
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Posted - 2013.03.12 22:18:00 -
[24] - Quote
This map quickly becomes imbalanced when tanks are brought in. It is just way too small for that type of playstyle.
Team A brings in tank in first and drives around the map in a circle mowing everyone down. Team A prevents team B from deploying a counter tank with their tank. Team B has nowhere to run or safely spawn/rally with AV fittings/plans. Team A wins.
That is not always how it goes, but it is a pretty common outcome.
When everyone plays infantry only however the map is usually pretty fun. |
Sontie
VENGEANCE FOR HIRE
147
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Posted - 2013.03.13 06:50:00 -
[25] - Quote
I hate this map more than child rapists |
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CCP LogicLoop
Imperial Academy Amarr Empire
16
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Posted - 2013.03.13 08:32:00 -
[26] - Quote
Telcontar Dunedain wrote:
To me Manus Peak was distilling (unfortunately) some design directive to "speed up" the maps in Ambush. Was this actually a design directive?
Also, what are these invididual small sockets/assets called? "tabletop", "truck thing"? "big square things with truck things underneath"?
P.S. Come talk to us on IRC
The ambush in this map has gone through several iterations. Nightly we play test maps that we have focused on during the week. On some occasions we can not fill up our tests with maximum player counts. When this happened on this ambush map, it felt far to big. So we shrunk it down, and it seemed to play well. However, once in the public hands, clearly it was far too small. So we made the decision to adjust this to our community's requests as best we can. It is currently going through testing again, and we are ensuring we have maximum players for these tests.
So in short, this was a group decision to make it small. It is now a group decision to expand the area and find a better sized play area for our players.
I am not sure I understand your question about the small socket / assets.
I would love to join you guys in IRC some time. But right now I am incredibly busy. One day my you may see me arrive randomly though. |
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Captain-Awesome
Internal Error. Negative-Feedback
355
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Posted - 2013.03.13 17:15:00 -
[27] - Quote
CCP LogicLoop wrote:Telcontar Dunedain wrote:
To me Manus Peak was distilling (unfortunately) some design directive to "speed up" the maps in Ambush. Was this actually a design directive?
Also, what are these invididual small sockets/assets called? "tabletop", "truck thing"? "big square things with truck things underneath"?
P.S. Come talk to us on IRC
The ambush in this map has gone through several iterations. Nightly we play test maps that we have focused on during the week. On some occasions we can not fill up our tests with maximum player counts. When this happened on this ambush map, it felt far to big. So we shrunk it down, and it seemed to play well. However, once in the public hands, clearly it was far too small. So we made the decision to adjust this to our community's requests as best we can. It is currently going through testing again, and we are ensuring we have maximum players for these tests. So in short, this was a group decision to make it small. It is now a group decision to expand the area and find a better sized play area for our players. I am not sure I understand your question about the small socket / assets. I would love to join you guys in IRC some time. But right now I am incredibly busy. One day my you may see me arrive randomly though.
can you guys not fill it with bots to simulate a public match? |
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CCP LogicLoop
Imperial Academy Amarr Empire
16
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Posted - 2013.03.14 03:01:00 -
[28] - Quote
Captain-Awesome wrote:CCP LogicLoop wrote:Telcontar Dunedain wrote:
To me Manus Peak was distilling (unfortunately) some design directive to "speed up" the maps in Ambush. Was this actually a design directive?
Also, what are these invididual small sockets/assets called? "tabletop", "truck thing"? "big square things with truck things underneath"?
P.S. Come talk to us on IRC
The ambush in this map has gone through several iterations. Nightly we play test maps that we have focused on during the week. On some occasions we can not fill up our tests with maximum player counts. When this happened on this ambush map, it felt far to big. So we shrunk it down, and it seemed to play well. However, once in the public hands, clearly it was far too small. So we made the decision to adjust this to our community's requests as best we can. It is currently going through testing again, and we are ensuring we have maximum players for these tests. So in short, this was a group decision to make it small. It is now a group decision to expand the area and find a better sized play area for our players. I am not sure I understand your question about the small socket / assets. I would love to join you guys in IRC some time. But right now I am incredibly busy. One day my you may see me arrive randomly though. can you guys not fill it with bots to simulate a public match?
We do not have bots. We have full playtests now. We make sure of it. |
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Terry Webber
Gothic Wars Consortium
54
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Posted - 2013.03.20 22:05:00 -
[29] - Quote
Sorry, CCP LogicLoop, I think I misread your original post on the subject. Are you saying that you are adding more space to the map or are you adding buildings to the current one? |
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CCP LogicLoop
Imperial Academy Amarr Empire
18
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Posted - 2013.03.21 06:13:00 -
[30] - Quote
Terry Webber wrote:Sorry, CCP LogicLoop, I think I misread your original post on the subject. Are you saying that you are adding more space to the map or are you adding buildings to the current one?
The red line area has been expanded. It now includes four of the structured areas that are in the Skirmish map. This gives more "space" for the players to move around, with a few more interesting areas to battle in, rather than a bowl of rocky death. |
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Terry Webber
Gothic Wars Consortium
54
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Posted - 2013.03.21 16:08:00 -
[31] - Quote
CCP LogicLoop wrote:Terry Webber wrote:Sorry, CCP LogicLoop, I think I misread your original post on the subject. Are you saying that you are adding more space to the map or are you adding buildings to the current one? The red line area has been expanded. It now includes four of the structured areas that are in the Skirmish map. This gives more "space" for the players to move around, with a few more interesting areas to battle in, rather than a bowl of rocky death. OK, thanks for clearing that up for me. |
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