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Thread Statistics | Show CCP posts - 1 post(s) |
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CCP Eterne
C C P C C P Alliance
1696
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Posted - 2013.05.22 15:19:00 -
[1] - Quote
This thread is for specific feedback on any Manus Peak map in the Skirmish game mode. Please post any issues you have with the map in this thread. If addressing a specific section of the map, please include the grid coordinates included in the image above for easier verification. |
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SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
479
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Posted - 2013.05.22 18:58:00 -
[2] - Quote
When trying to run into A right at the cross section of F7 to G8 there is a bump that is quite hard to get over without jumping around to avoid all the spots we get stuck on while running. |
Ian Deneth
Onikanabo Brigade Caldari State
1
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Posted - 2013.05.23 00:40:00 -
[3] - Quote
This map is in my opinion significantly flawed.
In my experience, the team spawning in at K11 will on average win 2/3rds of the time in a balanced match. Their initial spawn area J9-I10 gives them a good, relatively unobstructed field of fire on objectives B and C.
The same cannot be said for the team spawning at E4 or their ground station at C8. Either location there offers at best marginal fire support onto objective A and is subject to suppressing fire from the upper slope that runs along H6-7, G8, F9.
The one pivotal point that is fought over on this map is objective C, and holding it is drastically easier for the side that spawns at K11. They can put suppressing fire on it almost from their drop zone, and are shielded from direct return fire in general from the structures at B. Any attackers hitting either C or B have to pass through the same general choke point, and half-competent resistance at H7 is enough to shut down the entire attacking team. Any flanking attack from H4 that is attempted opens itself up to direct fire from H6 to G8 to J9 in a rough triangle, depending on buildings. Additionally, holding C is almost a given for the forces dropping from K11 and that position affords excellent fire support not only onto C, but onto the approaches to A as well.
I have not seen many flanking attacks from H4 done in anything more than half-squad strength, and while they may contest C, they are in my experience pushed back.
In my opinion, anyone dropping at E4 has their work cut out for them as they have to assault uphill into the teeth of effective defenses that can only be cracked either by a heavy concentration of armor that remains intact long-term, or an excessive barrage of orbital artillery.
Unfortunately due to the issue being one of basic topography, there is little I can suggest offhand to be a correction. Moving the dropzone to H4 will just reverse the situation, and give the other side the advantage of high ground (though badly exposed high ground). Perhaps a better option would be to convert this map to a five cap-point map, provisionally placing new bases at E9 and C7-8, and then moving the ground drop zone from C8 to E4 instead. This has the additional advantage of putting the area around C7-E9 to actual work, instead of just terrain that troops have to drive/run/fly through. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
88
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Posted - 2013.05.23 02:39:00 -
[4] - Quote
B should be on H9. It seems that the team that holds C WIIl capture B in a pretty short time. And after that A is just for suicides. Moving B to the other side of the structure will give a more balanced gameplay. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND Lokun Listamenn
16
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Posted - 2013.05.23 03:52:00 -
[5] - Quote
There is a spot in between A and C (coordinates G6) where there is literally an INVISIBLE WALL ... Seriously, every time you attempt to move beneath one of those pillars you run into a wall that you can only walk around and not through. It's rather annoying and of course it needs to get fixed asap |
Jade Tech
Nox Aeterna Security
1
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Posted - 2013.05.23 05:27:00 -
[6] - Quote
Pr0phetzReck0ning wrote:There is a spot in between A and C (coordinates G6) where there is literally an INVISIBLE WALL ... Seriously, every time you attempt to move beneath one of those pillars you run into a wall that you can only walk around and not through. It's rather annoying and of course it needs to get fixed asap
I can back up his bug report. Between the large pillar and lump of dirt at G-6, it seems as though there should be a rock there, but it is not detailed, so a person runs into it and stops. Please fix as soon as possible. Thanks! |
WR3CK HAVOC
SVER True Blood Unclaimed.
25
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Posted - 2013.05.23 11:52:00 -
[7] - Quote
Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective. |
Rogue Saint
Ostrakon Agency Gallente Federation
0
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Posted - 2013.05.23 11:59:00 -
[8] - Quote
WR3CK HAVOC wrote:Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective.
There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps.
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ladwar
Dead Six Initiative Lokun Listamenn
476
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Posted - 2013.05.23 14:58:00 -
[9] - Quote
rail turret installations on attacker side fire on vehicles from further then they render. rendering for vehicles needs to be further on the map for installations. |
Crimson Judgment
ROGUE SPADES EoN.
0
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Posted - 2013.05.23 15:28:00 -
[10] - Quote
This map is pretty flawed for the defending team,
Currently i have lost nearly every match on the defending team and won every match on the attacking team, pretty much the best odds of the defending side winning are if someone calls in a good dropship and knows how to fly it believe me i've tried, however i find myself quickly shot down by the CA Rail cannon turret at objective C which in the time it took for the RDV to bring me the dropship the attacking team had already hacked not to mention the attacking side has 4 large turret installations placed relatively in the open as to where the defending side has 1 behind a few structures making it near useless, personal problems aside,
for overall fairness of the map i think you should move the defending MCC to F11 and objective B to H9 making objective B roughly as close to the defending MCC as objective C to the attacking MCC and having objective A about even between the two at the same time, the move the defending turret installation to J10 and ad at least two more at I11 and K9 |
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WR3CK HAVOC
SVER True Blood Unclaimed.
26
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Posted - 2013.05.23 15:30:00 -
[11] - Quote
Rogue Saint wrote:WR3CK HAVOC wrote:Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective. There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps. LoS on a terminal is fine as long as its not your starting spot. |
Evane Sa'edi
Forsaken Immortals Gentlemen's Agreement
69
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Posted - 2013.05.23 21:18:00 -
[12] - Quote
Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough. |
Rogue Saint
Ostrakon Agency Gallente Federation
0
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Posted - 2013.05.23 23:58:00 -
[13] - Quote
Evane Sa'edi wrote:Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough.
J5 is the new snipers spot if you can get a dropship to land you there! |
Rogue Saint
Ostrakon Agency Gallente Federation
0
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Posted - 2013.05.24 00:03:00 -
[14] - Quote
WR3CK HAVOC wrote:Rogue Saint wrote:WR3CK HAVOC wrote:Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective. There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps. LoS on a terminal is fine as long as its not your starting spot.
It's not the starting spot, sure it's (usually) the first objective for the attacker, but be smarter, head for objective C via the back route in LAV's. Even send a sniper with you to pop those waiting for your team mates to capture A! |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
112
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Posted - 2013.05.24 10:46:00 -
[15] - Quote
In the Bravo area, when the buildings are different from the image, i'm always stuck in little ramps |
sammus420
Goonfeet
77
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Posted - 2013.05.26 20:02:00 -
[16] - Quote
Evane Sa'edi wrote:Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough.
This. Manus Peak is now Manus Hills, it's most distinguishing feature has been removed. I'd love to see it brought back, especially if the mountain can be made accessible from both team's spawns so we can fight over having an excellent overwatch spot. |
Full Metal Kitten
Chatelain Rapid Response Gallente Federation
571
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Posted - 2013.05.26 22:58:00 -
[17] - Quote
G6
Underneath the overhang of the large rock that juts out (the one you can climp up) there is a new decorative bush on the ground that is un-passable. You have to jump over it. I keep getting stuck on that thing. |
ladwar
Dead Six Initiative Lokun Listamenn
504
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Posted - 2013.05.27 03:16:00 -
[18] - Quote
ladwar wrote:rail turret installations on attacker side fire on vehicles from further then they render. rendering for vehicles needs to be further on the map for installations. or just a replacement to they are not facing into the center |
Scheneighnay McBob
Bojo's School of the Trades
1403
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Posted - 2013.06.05 20:21:00 -
[19] - Quote
The new redline is pure ****. Scouts have no room to flank anymore on this map/ |
Harry Hendersons
Royal Uhlans Amarr Empire
3
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Posted - 2013.06.21 01:52:00 -
[20] - Quote
Still a snipers haven, needs a total rework, and lower the side walls for christ sake |
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Davey Newcome
Ostrakon Agency Gallente Federation
0
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Posted - 2013.06.22 23:02:00 -
[21] - Quote
I agree the redline is unacceptable, cuts off waaay too much of the map |
Bhavesh Prajapat
Doomslaying Democratic League
7
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Posted - 2013.06.23 21:48:00 -
[22] - Quote
^ Is the feeling expressed by many
When a tank perches itself on that map with three objectives and one massive hilly area which is out of bounds from friendly (MCC furthest away) forces.
Anything good enough that stands there is absolutely invincible, and has overview of the whole map minus objective B.
I would suggest that either the border and map be pushed back or the area inaccessible, it is a huge sniping problem too. I would also suggest (~hot) that the map be labelled in game so map requests are easier. It is Manus Peak areas L8 - J7 |
Funkmaster Whale
0uter.Heaven EoN.
135
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Posted - 2013.07.06 16:18:00 -
[23] - Quote
The biggest flaw in this map is the huge vantage point the southern team gets (around K8) that is totally obstructed by the red line. It is incredibly frustrating to have a whole team of snipers and rail tanks sitting up there with little hope of getting to them. The MCC needs to be pushed further back on the southern end and that mountain side needs to be accessible by both teams.
I'm fine with the redline, but when the enemy team can sit in it with an amazing view of the map and kill people all day, something is wrong. |
Booby Tuesdays
Ahrendee Mercenaries EoN.
204
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Posted - 2013.07.28 01:29:00 -
[24] - Quote
On the socket where Bravo is tucked in a corner between some short buildings, right by where the CRU used to be. The border of I 8/9, there are two cement barriers, I keep getting stuck between them. I can still look around and shoot, but I can't move, or jump, or break free from there unless I melee like there's no tomorrow. |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
563
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Posted - 2013.08.09 06:28:00 -
[25] - Quote
Current stuck in a wall at the lower edge of manus peak. I am in the Red MCC as depicted in the map.
This seems to happen at least once every day lately. The game ended while I was typing so I don't know which type it was.
GMT0625 game ended 9 August 2013 American servers |
Minor Treat
The Enclave Syndicate Dark Taboo
41
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Posted - 2013.08.12 07:36:00 -
[26] - Quote
Rogue Saint wrote:WR3CK HAVOC wrote:Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective. There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps. What needs to be done is countermeasures for such tactics such as a bubble shield which was promised. Hopefully sooner rather than later so hacking isn't impossible when a sniper in there. |
Beren Hurin
The Vanguardians
1444
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Posted - 2013.09.06 16:06:00 -
[27] - Quote
With the new improved hit detection, this map is turning more into a 'zerg fest'. It is difficult to mitigate against swarms of players with their ARs coming at you fom all sides. Maybe a few more hills in the middle, or something to cut off direct paths/sights between objectives would be nice. Possibly a small socket in the very middle could balance things a bit more. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
688
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Posted - 2013.09.25 10:49:00 -
[28] - Quote
In I5 on the top of the tower there is a spot were people can hide inside the texture and can't be killed, is in the right center of the tower under the antenna. |
xxLONE WOLFxx
trevor phillips inc
3
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Posted - 2013.11.09 19:42:00 -
[29] - Quote
lol. I find this sadly amusing as the rendering is so bad in a tank I might as well be playing battle ships blindly firing across the map until I get a hit marker, f7 miss g9 hit. I am unsure if the game is broken or if ccp just like trolling the players who actually spend money buying AUR and paying their wages. sometimes I can see everything at the back of the map but not players and objectives 100 yards away from me and if can see somthing it usually disappears after the first shot so please ccp get rid of the pop up grass and ash floating around the sky and bring back the gameplay we all got addicted to. fancy graphics are useless if the game is unplayable. This is not just on manusc peak but all maps and i for one will not spend any moore money on this game untill issues are repaired.
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
138
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Posted - 2013.11.21 16:16:00 -
[30] - Quote
The more I play this map the more I feel it just needs to be retired. It's a giant sniper bowl with even a line of sight on objective "A" from the beginning of the match. The more I play it, the less people are actually "boots on the ground" but actually just snipe from afar. Giant stretches of open ground also skew it to a single playstyle, which if I remember correctly, is not the aim of map design in general. |
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Ridire Greine
151
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Posted - 2013.11.30 16:56:00 -
[31] - Quote
How many metres does each square represent in this map?
Just curious.
Property of Knight SoiaireGäó
Onikanabo Brigade
[VGTG]
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
104
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Posted - 2014.01.16 22:40:00 -
[32] - Quote
On the few (perhaps only 1) variation where grid H6 around point C isn't covered by a plug-in, the terrain in the area has a nasty tendency to get players stuck. Problem area may cross into H5 and I6 as well.
In most map variations, these large bumps/ small (but steep) hills disappear under some kind of structure, which I'm guessing is why it hasn't been brought up in this thread before. I like the look of this terrain, as it provides excellent cover to move into a flanking position; I just don't like coming around the side of a hill, opening fire, then not being able to retreat when someone starts shooting back. |
I-Shayz-I
I-----I
2208
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Posted - 2014.02.06 20:23:00 -
[33] - Quote
Playing this map the other day...
One of the ladders at Bravo was not letting me climb fully to the top. It would "unstick" me from the ladder, but I would just fall back down to the ground instead of climbing up on the ledge the ladder was connected to. Tried this 3 times before I was shot and killed.
The socket at B was the one with the very tall building, and the smaller L shaped building surround the objective. The ladder was in between the two other buildings across the "street" from the null cannon, and on the side facing the red base.
I hope this helps.
Links:
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I make logistics videos!
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Ghermard-ol Dizeriois
Maphia Clan Corporation
161
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Posted - 2014.02.10 00:01:00 -
[34] - Quote
Around 1 hour ago there were enemy snipers in K7~ K8 who gave me "red crosshair" but despite unloading 5 magazines of NT-511 I couldn't hit them. Eventually one stood in mid-air, resulting in a positive kill.
I was in E5, but the building was different; anyway, the important thing is that they were close enough so I can't blame the excessive distance.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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