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CCP Eterne
C C P C C P Alliance
1696
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Posted - 2013.05.22 15:22:00 -
[1] - Quote
This thread is for specific feedback on the Communications Outpost map asset as it appears on any map. 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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XiBravo
TeamPlayers EoN.
49
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Posted - 2013.05.22 17:12:00 -
[2] - Quote
Off the top of my head I remember an "invisible wall" of sorts above the shorter wall in the lower left corner of L8. |
Iron Wolf Saber
Den of Swords
4568
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Posted - 2013.05.22 18:00:00 -
[3] - Quote
The walls that let you slope up and use to peek over into the street around I8 to H8 and G10 G11 are particularly cluckly to move around on and almost require you to jump off before jumping back on.
Its possible to get stuck between the wall and coolant tank at H12, its also possible to spawn stuck if a drop beacon is deployed near there. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
479
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Posted - 2013.05.22 18:53:00 -
[4] - Quote
N8-L8 is not serving much purpose, except for a terrible place to try and run away and get trapped by the enemy.
It may be too significant of a change, but I feel the wall at N8 could use a tunnel that runs under the road and goes up into B. Maybe have it come outside the building at E9. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
88
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Posted - 2013.05.22 19:54:00 -
[5] - Quote
To me this outpost feels much too flat. The walls are so low that even the turrets directly in front of the walls can shoot inside. There are very few places in this outpost where you are actually safe from being shot at from the outside by a sniper. I would think that not-getting-shot-at is pretty high up on the list of things an outpost should be useful for.
The area from E6 to E9 is better regarding verticality, but rarely sees much action because the south-facing walls there only allow very few people to be shooting at one time in the direction of the road, where the enemy would usually be coming from.
Generally there are many wide obstructions inside so that everyone has to run and fight in single-file formation. I can't think of any areas in this outpost where more than 4 people can be in a firefight at a time. I'd like to see these obstacles broken up so a few more people could stick out their heads and deliver some bullets. Also, try to do something with the roads running through the outpost. Right now infantry avoids it at all cost since there is no cover at all and tanks don't want to get into confined spaced anyways. It's mostly just LAVs running people down and a few stray sniper bullets passing by.
Also, avoid unnecessary lightposts. Dropship pilots will thank you. |
Karras Hearn
352 Industries
20
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Posted - 2013.05.22 22:26:00 -
[6] - Quote
Stefan Stahl wrote:Also, try to do something with the roads running through the outpost. Right now infantry avoids it at all cost since there is no cover at all and tanks don't want to get into confined spaced anyways. It's mostly just LAVs running people down and a few stray sniper bullets passing by.
Actually, I like the road running through the map. In my opinion, the real problem with LAV's is that you can actually fit one up the stairs at H11-12 and drive around a bit in the area south of that, and even get one to J10. I think that the stairs and pathways in that area should be narrowed or have an obstruction placed in them to prevent people like me from just sowing chaos amongst a group of enemies in a LAV
Other than that, I love this map asset. It usually results in groups from both teams fighting it out, which to me is what Dust is about, there's less "Lone Wolfing" because when the battle is centered here, everyone is here so people are forced to group up and work together. Please make more like it. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
550
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Posted - 2013.05.22 22:57:00 -
[7] - Quote
Thank you for these!
I would really appreciate if you could add the grid coordinates to the minimap and in-game map. The minimap should always tell which coordinates you are at in its corner so you can call out "tank at Bravo Twelve", as well as show the grid itself for directing sniper fire, for example. |
Faerghail Verticorda
Cult of the Dust Bunny Cave of Caerbannog
7
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Posted - 2013.05.23 01:23:00 -
[8] - Quote
SILENTSAM 69 wrote:N8-L8 is not serving much purpose, except for a terrible place to try and run away and get trapped by the enemy.
It may be too significant of a change, but I feel the wall at N8 could use a tunnel that runs under the road and goes up into B. Maybe have it come outside the building at E9. I agree.
L11 seems a bit too protected. One solution would be to remove the container at L10+L11 and place stairs and a tunnel connecting to L8 (and connecting to the aforementioned tunnel to E9). This would also solve another problem I see (which is being able to protect (or at least spot enemies advancing to) J10 from anywhere "south" of I by sitting at I9 and looking at J9 and L8). |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
88
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Posted - 2013.05.23 02:08:00 -
[9] - Quote
H8-J8. what is that tunnel there for? I have never seen a up link there because its suicide, it only has one exit, it at least needs a ladder at the end.
And yeah, avoid unnecessary light post inside the facility |
Iron Wolf Saber
Den of Swords
4568
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Posted - 2013.05.23 05:04:00 -
[10] - Quote
Going north on the ramp at G11 'rarely' stops you as if you ran into an invisible wall.
The gap between the boxes at G12 seems unpassable.
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Robert JD Niewiadomski
NULLIMPEX INC
130
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Posted - 2013.05.23 13:10:00 -
[11] - Quote
Date: 2013.05.21 (or 2013.05.20) Time: ~GMT2100 Area H9-H12 to L9-L11. The green/khaki/silver hangars. In one ambush match they were opened at shorter sides and i could enter one of them in search for the redberry i've spotted. There were crates stashed inside. I stepped on something looking like a lid lying on the floor. It was covered with superglue. I could not move in any direction. Jumping unglued me. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
497
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Posted - 2013.05.23 14:12:00 -
[12] - Quote
The crates at the gate by F12 are easy to get stuck on/around. |
Zatara Rought
Pink Fluffy Bounty Hunterz
157
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Posted - 2013.05.24 07:12:00 -
[13] - Quote
Velcro Hill still exists at F and G 3 |
Halador Osiris
Dead Six Initiative Lokun Listamenn
342
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Posted - 2013.05.24 15:53:00 -
[14] - Quote
Stefan Stahl wrote:To me this outpost feels much too flat. The walls are so low that even the turrets directly in front of the walls can shoot inside. There are very few places in this outpost where you are actually safe from being shot at from the outside by a sniper. I would think that not-getting-shot-at is pretty high up on the list of things an outpost should be useful for.
......
Also, avoid unnecessary lightposts. Dropship pilots will thank you. Dropship pilot reporting in. This outpost has pretty much zero cover. A single guy with a swarm launcher can keep me out in the hills. However, the light posts aren't really a problem. |
FatalFlaw V1
ISK Faucet Industries
81
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Posted - 2013.05.31 17:16:00 -
[15] - Quote
Stefan Stahl wrote:To me this outpost feels much too flat. The walls are so low that even the turrets directly in front of the walls can shoot inside. There are very few places in this outpost where you are actually safe from being shot at from the outside by a sniper. I would think that not-getting-shot-at is pretty high up on the list of things an outpost should be useful for.
I find that this outpost is the only one that does not render a tank useless. The other outposts require that the tank enter their narrow confining streets in order to provide any cover fire or support. You may feel that is appropriate but even a reasonably well fit tank, with a skilled pilot cannot stand up to much infantry AV grenades and swarms.
This outpost provides a good balance of places to seek cover from fire, as well as opportunity for vehicles and snipers to support infantry. It has long been the best layout in my opinion.
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Stefan Stahl
Seituoda Taskforce Command Caldari State
101
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Posted - 2013.06.01 21:56:00 -
[16] - Quote
FatalFlaw V1 wrote:I find that this outpost is the only one that does not render a tank useless. The other outposts require that the tank enter their narrow confining streets in order to provide any cover fire or support. You may feel that is appropriate but even a reasonably well fit tank, with a skilled pilot cannot stand up to much infantry AV grenades and swarms.
This outpost provides a good balance of places to seek cover from fire, as well as opportunity for vehicles and snipers to support infantry. It has long been the best layout in my opinion. I hope there's a balance to be found between vehicles being able to operate inside and infantry being protected from fire from the outside. Personally I like infantry-based combat a lot more than vehicles-vs-infantry, but I hope this part of the game gets improved in the future.
A different topic: I noticed in the latest dev-blog that there's a lot of thought going into the way combat flows with these outposts. That's great. What does the design document of this outpost say about the areas just outside the walls that are still part of the outpost's tile? Right now this outpost is surrounded by a 100 meter flat death-valley that only sees sniper-bullets and LAVs as effective means of combat. Of course there are a few fire-fights going on, but there's a lot of dead ground to cover that could be made more fun to play with if there was more stuff in it. A few containers, some small structures. Anything to lighten up the dessert valley look of the areas outside the walls. |
Scheneighnay McBob
Bojo's School of the Trades
1623
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Posted - 2013.06.16 15:16:00 -
[17] - Quote
I liked it when K7 used to have a hack panel for the NULL cannon in it. |
Mikael Murray
Kameira Lodge Amarr Empire
1
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Posted - 2013.06.21 01:59:00 -
[18] - Quote
Arramakaian Eka wrote:Thank you for these!
I would really appreciate if you could add the grid coordinates to the minimap and in-game map. The minimap should always tell which coordinates you are at in its corner so you can call out "tank at Bravo Twelve", as well as show the grid itself for directing sniper fire, for example.
GRID THE MINI AP So I can write em down when zi see em |
Heinz Doofenshertz
BetaMax. CRONOS.
417
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Posted - 2013.07.02 14:55:00 -
[19] - Quote
Just ran a battle on this outpost, there might be a terrain issue on the outside part of the hill at F/G 3 it was like walking thru waist deep mud. have not experinced that before today. match ended at 1443 |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2442
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Posted - 2013.07.19 21:58:00 -
[20] - Quote
D&E 6-7 needs an alternate way to get up besides a dropship. Currently, if an uplink and a forge gunner get up there, there's no way to get the other team off that roof. |
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Military Advisor
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.08.28 09:06:00 -
[21] - Quote
Confirming Velcro hill still at F/G 3. |
Soraya Xel
New Eden's Most Wanted Top Men.
552
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Posted - 2013.09.04 16:36:00 -
[22] - Quote
I would love to see this retextured with the new Gallente style, if the map team ever gets bored. |
SGT NOVA STAR
Pure Innocence. EoN.
94
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Posted - 2013.09.12 20:08:00 -
[23] - Quote
INSTANT TANK DEATH!!! if you go behing the building going west, D6 and D7 quads. if you stick close to the wall behing the building in a tank, when you reach the over-hang circle part, your tank blows up. this has been replicated twice. |
The-Errorist
Mannar Focused Warfare Gallente Federation
253
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Posted - 2013.10.05 03:40:00 -
[24] - Quote
This outpost never shows up in skirmish on the Border Gulch or Impact Ridge maps. |
Beforcial
REAPERS REPUBLIC
26
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Posted - 2013.10.06 00:06:00 -
[25] - Quote
I keep forgetting to post about this... Something may need to be done about these "Holographic Displays". Example: E8 and E6. Makes Grenades (Flux) bounce of right or left when you throw them towards the passage way with the objective console. One would think you can throw through the displays since there is line of sight but that 's not the case.
Another problem at i9 That part mustard, part green, part grey colored structure near the wall. Do something with it. It tricks people in to thinking they can go through there after they just killed somebody on the other side only to come face first in to an invisible wall.
Last problem at E9 and 10 Just before the line from 9 to 10 between those stairs and the outside wall toss some Uplinks around there and notice what happens.
That's all for this outpost.
Cheers |
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