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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 15:20:00 -
[1] - Quote
This thread is for specific feedback on any Spine Crescent 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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Leither Yiltron
KILL-EM-QUICK RISE of LEGION
490
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Posted - 2013.05.22 18:38:00 -
[2] - Quote
The CRU on this map when the Skyfire is socketed (as shown) is closer to the attackers than the defenders within the compound. This is a significant disadvantage to the defenders which makes little sense in context. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
88
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Posted - 2013.05.23 02:29:00 -
[3] - Quote
Well balanced map if you ask me. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
24
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Posted - 2013.05.23 17:54:00 -
[4] - Quote
Well technically if you are the defender, shouldn't you already own everything. Also the bridge at F8 has a few glitchy walls/containers that kind of grab you and make it hard to move around. Mostly near the objective. |
Scheneighnay McBob
Bojo's School of the Trades
1349
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Posted - 2013.05.26 17:04:00 -
[5] - Quote
I love this map. It has something for every playstyle. There are plenty of perches for snipers, enclosed structures for assaults, open areas for drivers, and hidey holes for CQC scouts. |
Jade Tech
Nox Aeterna Security
6
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Posted - 2013.05.26 21:25:00 -
[6] - Quote
I don't know if this may be an ongoing problem in skirmish, but every time I play this map with long range gear (i.e. sniper, rail gun tank, etc.) I look through the scopes and only see the enemy's profile. His actual body isn't there. All I can see is his health and name. So, when I go to aim at a person, it becomes difficult to actually hit the person from such distance.
I've measured past 200-250m on a sniper, and barely 150m on a rail gun tank. After that, they just turn invisible and all I can see is their profile. Please fix this CCP. This isn't the only level that does this to me. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
184
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Posted - 2013.05.28 14:35:00 -
[7] - Quote
I found a recent issue, I don't know if I can reconstruct the circumstances that caused my particular conundrum.
This issue happen on 5/28/2013 @ roughly 0915-0925hrs GMT. I play in PST out of California (BAY AREA!!!!)
In F6 of the map, near C, There was a Drop Up Link (Forever now called DULs) on the road heading to the supply depot from C. Some how when the person who deployed it, which is still a mystery to me, the DUL went hot with it being inside the terrain of the map. When I spawned on said DUL, I too SPAWNED INSIDE THE MAP. Now when I did this I was in a proto Amarr medium Frame Suite running a proto Carthum Assault Scrambler rifle, 3 Complex AUR armor repers, 2 enhanced shield extenders, complex damage mod, enhanced nanohive, flux grenades, and advance flaylock pistol (which I might said I have had the worst luck with. May have to respec back into the SMG).
Needless to say my frustration and dismay at the fact that I was spawned at the location, but underneath everyone in the middle of a fierce fire fight. I attempted to see if I could interact or engage people and nothing of fruition came from it. The only way to move, beside turning and crouching, was to commit suicide and respawn back in. This cost me 160 AUR for the modules, and 163, 500 ISK.
This is on top of the multiple issues with quick sand on the roofs, hills, and deadly last steps of the stairwells that jump out, grab your ankles, and hold on tight unlit that lone enemy comes, finds you, and shoots you dead.
Please HELP!!! |
Azrael Aranis
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
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Posted - 2013.06.02 11:03:00 -
[8] - Quote
Had an issue with this map last friday (31-05) with the "communications outpost"-like oupost with the destroyed wall section overlooking the bridge and objective A. The oupost in question doesn't seem to have it's own feedback section yet, so i post this hear because ut is the map in question. A squadmate and myself ran out of the outpost and immeadiately broke left "hugging the wall" and got stuck at the "border" of the rubble (where the mound of dirt/sand meets the actual map).
It was possible to move around back and forth alongst a couple of meters of the wall, but there was no way of getting out. Seeing as we where stuck out there we started taking potshots at enemies running past, but they never really took notice. At some point a enemy tank was rolling back and forth along the opening in the wall, blasting at some bluedots taking cover inside, and he did not seem to notice us. We asked another squad member to come over to check if we had turned "invisible", but he simply said he could see us and jumped in the middle if us to prove his point, getting stuck too.
All in all it was a pretty relaxing match, with the three of us just hanging around, killing a couple of passing reddots.. But i doubt this is intended to happen. |
Sanguine 27
ZionTCD Unclaimed.
12
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Posted - 2013.06.03 19:26:00 -
[9] - Quote
The building that is on the grid line between H 7+8 has invisible walls at its entry points that only effect bullets.
I was fighting someone at this location and both of us could not deal damage to each other if one of us was outside the building and the other on the inside, when both of us were inside damage was being dealt as normal.
I don't know if the same thing happens in the same building on the other side of the map as I've not fought against anyone there so far |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
167
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Posted - 2013.06.09 11:05:00 -
[10] - Quote
I can't remember if it was exactly this map, i'm sure the buildings with the letters B and C were the same. So i managed to throw a drop uplink, in F6, under letter C, and then me and someone else spawned inside a building. photo |
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Absolute Idiom II
BetaMax. CRONOS.
119
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Posted - 2013.06.17 11:32:00 -
[11] - Quote
I'd love to be able to run up the angled edges of the bridge supports in F8 - it doesn't appear too steep |
Fredrikson Revel
Holdfast Syndicate Amarr Empire
7
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Posted - 2013.06.21 01:48:00 -
[12] - Quote
Scheneighnay McBob wrote:I love this map. It has something for every playstyle. There are plenty of perches for snipers, enclosed structures for assaults, open areas for drivers, and hidey holes for CQC scouts.
I agree this map is very balanced |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4512
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Posted - 2013.06.24 13:25:00 -
[13] - Quote
Some of the rocks allow you to shoot through them, like there is one by the outpost near a blaster installation. The blaster shot me through the rocks one. Might be a good idea to check all the large rocks. |
Ro Dusakk
All But Ambition
7
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Posted - 2013.07.06 16:53:00 -
[14] - Quote
I could swear I have seen the central compound holding B and C on at least one other map as well. There is sometimes a third objective just west of the large ring obelisk structure. Or do I mix it up with Chromosome?
Anyway. I have found an invisible wall. It is located on the border between E5 and E6. If you climb the ladder on the northwest corner and move on to climb another 1-2 ladders east, move further a bit, and then jump down, you end up being right above the north entrance to the compound. If you then face north, there is a rectangular arch. This arch cannot be passed.
Video |
Scheneighnay McBob
Blueberry Gunners
2192
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Posted - 2013.07.10 16:15:00 -
[15] - Quote
http://youtu.be/6CMTXyExkeI |
JONAHBENHUR
New Eden's Most Wanted Top Men.
13
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Posted - 2013.07.13 17:27:00 -
[16] - Quote
at section e-9 there seems to be a hole that i have fallen and died in 4 times this week |
Painekiller0112
Elite Gamers Militia
1
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Posted - 2013.07.14 17:59:00 -
[17] - Quote
The only problem I have is that it is kind of an awkward map. The city is no longer the hot zone. The majority of objectives are these 3 outer compounds that I find harder to defend well. They're stretched out more & pretty vulnerable to sniper fire and tanks. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
51
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Posted - 2013.07.17 05:36:00 -
[18] - Quote
It seems like the map shown here is inaccurate, the building at E & D should be the same building show on the Manus Peak skirmish map at letter B. Can we get an updated map, in the game or on the forum it really doesn't mater to me. |
Vyzion Eyri
The Southern Legion RISE of LEGION
990
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Posted - 2013.07.17 09:59:00 -
[19] - Quote
I prefer dropping my squad from a dropship over B/C most of the time because the closed compound protects me from AV.
I find, however, that the green goo vats between B and C (left of F6) are obstructing a great landing zone. Perhaps if that platform where the clone vats were was extended out into F5 slightly, to provide room on the walkway currently to the very right of F5 for a dropship to land, it'd make things nicer. Although those vats were probably installed there for the express purpose of closing up a very open space and preventing dropship incursions, I find that infantry spawning on B have a distinct disadvantage to those on C because the vats are a hindrance to defensive formations, and adding that bit of open space might alleviate that problem.
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Rogue Saint
Science For Death The Shadow Eclipse
70
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Posted - 2013.07.22 11:37:00 -
[20] - Quote
Since 1.2 the attacker turret in top right of I5 can now cover objective A (F7). I really think this turret should be moved back to obscure is LoS. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
755
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Posted - 2013.07.23 19:26:00 -
[21] - Quote
How come we never see this version of Spine Crescent with the consolidation matrix at objectives D and E?
http://web.ccpgamescdn.com/dust/news.control/64718/1/outpost1.jpg |
D3LTA SUP3RMAN
D3LTA FORC3 Inver Brass
265
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Posted - 2013.07.28 15:16:00 -
[22] - Quote
whats funny, is these maps don't even match up to what the map looks like in game. Check out objective "D" for example. The layout of everything there is not even close to how it is in game. The CRU is next to the null, the blasters are in the completely wrong places. "E" is the exact same way. Where these maps claim to have modules or turrets in reality there is nothing there. It doesn't match up.
Not to mention this specific map has 2 different variations, the second being the one where "A", "B" and "C" are inside the city. They have no map of this online anywhere, when it's the one that is most frequent in PC and regular skirmish modes.
Come on CCP. It seems like the left hand doesn't know what the right hand is doing. The maps you are putting out don't match up to the maps we are playing. Please fix this. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
419
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Posted - 2013.08.15 10:01:00 -
[23] - Quote
Yesterday, i was blocked inside a rock in G10 |
Mamertine Son
R.E.B.E.L.S
200
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Posted - 2013.08.21 18:06:00 -
[24] - Quote
I would just like to say this is my favorite map for skirmish and other maps should really follow its design. It has a well defined outside and inside for 2 types of combat in this game, long-mid ranged and CQC, and easy access for both teams to both types of battlefields.
Good job. |
Torneido Achura
The Suicide Kingz
20
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Posted - 2013.09.02 09:53:00 -
[25] - Quote
Dont like the map right now, the process of going from encounter to encounter takes too long.. but when there's more players in each battle it should be a blast.. right now its like playing on two different maps just really somehow close yet really far.
http://web.ccpgamescdn.com/dust/news.control/64718/1/outpost1.jpg Old or recent? Other design for the orbital artillery isn't? |
Soraya Xel
New Eden's Most Wanted Top Men.
514
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Posted - 2013.09.04 17:19:00 -
[26] - Quote
I'd really love if CCP would unlock the medium sockets for this map, so we could see more variety on the outer points. |
Bieomaxx
Forsaken Immortals Top Men.
4
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Posted - 2013.09.10 11:57:00 -
[27] - Quote
in F8 when you jump into the Null on the opposite side of the bridge to the A capture point. when you try to drop a uplink it slides about until it falls out of the null and off the plinth the null is on.
Where it appears is a little random to, if i was stood in the Null at the outter edge side (of the bridge) facing the direction where the A terminial is, the drop link slid and fell off the right hand side of the plinth and then when it finally initialized as an active droplink it was on the left hand side of the plinth on the floor of the bridge.
if i get time in the next few days i'll set up the camera and try to video it.
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Cyrius Li-Moody
The New Age Outlaws
969
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Posted - 2013.09.11 20:17:00 -
[28] - Quote
The open ended crate on the northside of F8 at the end of the bridge; if you are firing from the rocks in the upper left corner of that same grid into/through the crate it will not damage enemies. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
678
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Posted - 2013.09.24 12:07:00 -
[29] - Quote
It's difficult to see the entire columns 1 and 2 from the map overview menu. refer to this thread https://forums.dust514.com/default.aspx?g=posts&t=111719 because it's a general problem, but in this map is more evident |
Supra Advyn
expert intervention Caldari State
1
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Posted - 2013.10.25 06:00:00 -
[30] - Quote
stuck area, D.5 6.75 ish
along the pipe area, going to the concrete building, rock formation in front of. if in that area, the dip in area to conceal, foot magnet. You can not get out. |
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fixitgd
The Generals General Tso's Alliance
75
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Posted - 2013.12.09 03:14:00 -
[31] - Quote
J5 next to the cru and 2 foot concrete ledge. Was suspended there cardiovascular stuck not increasing. Had to terminate clone. |
KatanaPT
Tech Guard RISE of LEGION
428
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Posted - 2013.12.16 13:53:00 -
[32] - Quote
[BUG] When you are revived after dying in front of the hack point of A, you will appear behind the console (sometimes), inside the structure. And unable to get out because you cant jump out. You will need to either suicide or let someone kill you.
Tech Guard Recruiting Spot
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