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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 15:23:00 -
[1] - Quote
This thread is for specific feedback on the Orbital Artillery 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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Cross Atu
Conspiratus Immortalis
1013
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Posted - 2013.05.22 15:38:00 -
[2] - Quote
There are several instances of map assets appearing to be open (i.e. an empty space) when they are solid or require a jump to traverse. Most of these are on the rooftops but there are also instances near stairs and walk ways such as the bridge in M8 or the top of the stairs in K7.
This map feature also seems the most prone to lag (although the frequency of lag is, anecdotally, less than it was in Chrome)
Cheers, Cross |
Stefan Stahl
Seituoda Taskforce Command Caldari State
88
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Posted - 2013.05.22 16:42:00 -
[3] - Quote
General gameplay feedback: I think this is the best outpost of Dust yet. There's lots of verticality to enjoy and fights happen at varying ranges. Every infantry role can find an area where they can contribute to the battle using it's unique strength. Vehicles and have a tough time here, but on the skirmish maps they have the whole outside area to enjoy for themselves.
My only real gripe about this map is the area from N6 to N13. There seems to be no use for it at all. The placement of a supply depot might bring the action to this otherwise exciting area.
And at last a request: Implement an ambush that's restricted to only this outpost. If the chaos gets too frantic reduce player count to 24, but please bring this. |
Epicsting pro
Planetary Response Organization
18
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Posted - 2013.05.22 16:45:00 -
[4] - Quote
In pc you can lower all building tops and remove the stuff keeping us from sniping and decrease hill size should help reduce lag other wise great map. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
333
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Posted - 2013.05.22 18:30:00 -
[5] - Quote
I'm a dropship pilot and this is my favorite thing to fly around. It's engaging, enemies appear on multiple levels, it can provide sufficient cover from tanks, and it's not always easy to pick up troops. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
479
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Posted - 2013.05.22 18:49:00 -
[6] - Quote
Lots of covers from orbitals on this map, which is nice considering it is the one that fires back at those doing orbitals. |
Icy TIG3R
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
165
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Posted - 2013.05.23 00:21:00 -
[7] - Quote
For the major building at J8, I believe game play would be massively improved if you removed ed the center, and left the two pillars. The game play around the area would be much more dynamic and some great standoff's could be had a the area. Pleas consider it. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
88
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Posted - 2013.05.23 02:15:00 -
[8] - Quote
As a sniper it has become almost impossible to snipe from the roofs, because of the "new" walls on them and the new invisible walls. But apart from that. not much... It would be cool if we had to go up some stairs to capture the cannon on A-B 9. |
ChromeBreaker
SVER True Blood Unclaimed.
484
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Posted - 2013.05.23 10:22:00 -
[9] - Quote
M8-M9 there is a railing you can easily get into (ladder, jump down)... but you cannot get out of without glitching in a corner of M8 |
Eth Runbal
Tribal Band Dust Mercenaries Tribal Band
3
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Posted - 2013.05.29 17:52:00 -
[10] - Quote
On the center tower (I to L, 7 to 10) if you drop down the sides, there are some areas where you will get stuck on a ledge between the tower wall and one of the small thin walls and be unable to get out without suiciding. |
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Darken-Sol
BIG BAD W0LVES Eternal Syndicate
176
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Posted - 2013.05.30 23:32:00 -
[11] - Quote
the dusk version of this map lags almost everytime. |
Fenix Alexarr
BurgezzE.T.F
10
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Posted - 2013.06.03 20:04:00 -
[12] - Quote
I've been in a couple of PC battles with this asset combined with the cargo buildings and my frames drop to single digits throughout the course of the battle. To me, this is the single largest hurdle in PC at the moment. Without reliable FPS, who wants to duke it out with territory and cash on the line?
I would be open to what ever changes it would take to improve the performance on this type of map asset. If you need to load simpler polygons, textures, or terrain, I'm fine with that. Until we're able to shoot reliably without having to reboot before every PC battle just to get reasonable FPS, my corp has basically given up on PC.
I almost want to get a capture device just to show how bad the performance gets in certain places after a few games. If that would help, let me know or ask many of the streamers.
As a added detail, I'm running the default shipping 60gb drive and not an SSD in my PS3. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
72
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Posted - 2013.06.08 12:02:00 -
[13] - Quote
J17, there is a ladder you can climb up and once you get to the top there is a narrow passage to the right side which you used to be able to squeeze through in Chromsome, but ever since Uprising you cannot. It makes climbing this ladder next to pointless. |
IVANJAKANOV
Not Guilty EoN.
0
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Posted - 2013.06.10 02:54:00 -
[14] - Quote
At K6 by the bridge over to the supply depot there are railings that look like they end on other side of that bridge but I can't jump down to the street as a heavy, like there's an invisible railing there I can't jump over, so I need to go around those nearby walls to go down the stairs. It would be nice to be able to jump over those low/invisible railings, or have an easy path to the stairs down to the street. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
469
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Posted - 2013.07.19 13:06:00 -
[15] - Quote
At K10/11, on the bridge that goes across from over the C objective to the CRU, if a heavy falls from the high roof onto the last section before the wall he will be stuck as there is a metal piece that is just higher than he can jump. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
370
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Posted - 2013.07.29 17:23:00 -
[16] - Quote
i think that the upper level should be walkable like the lower level, with walkways and passages and with mulltiple access to all the upper areas, you can have tactical advantage but it should not last forever because you can easily control all the access. |
Scheneighnay McBob
Bojo's School of the Trades
2540
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Posted - 2013.07.31 15:22:00 -
[17] - Quote
Un-fuck the outpost! Bring back the old ladders and remove the ugly fences! This used to be great, now it's just another generic AR lair. |
Scheneighnay McBob
Bojo's School of the Trades
2540
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Posted - 2013.07.31 15:23:00 -
[18] - Quote
shaman oga wrote:i think that the upper level should be walkable like the lower level, with walkways and passages and with mulltiple access to all the upper areas, you can have tactical advantage but it should not last forever because you can easily control all the access. It used to be walkable. There weren't any fences, and there were more ladders. Then AR users bitched and it got ruined to become what it is now. |
Dimitri Rascolovitch
The Immortal Knights
10
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Posted - 2013.08.02 23:29:00 -
[19] - Quote
remove the rooftop fences and add the ladders back, it makes sniping almost pointless |
Mayshell
DUST University Ivy League
1
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Posted - 2013.08.10 10:16:00 -
[20] - Quote
The fences on the very tops of the outpost make climbing the ladders to get there a pretty futile exercise. It's hard to see from above and harder to attack. Removing those fences at the top may open up a lot of tactical options. |
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Verdia DeMosays
Shattered Ascension
1
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Posted - 2013.08.13 11:33:00 -
[21] - Quote
I like this map on the whole, other than two issues:
-The effing fences on top, which makes my job impossible on my Anti-Vehicle alt.
-The railings on the interior block surrounding the tank farm. When I bring a tank in there, the blasters can't shoot through them, while forge guns and other types of weapons have no problems shooting me through the slot at the bottom.
So the fixes are to eliminate the damn fences up top and let the snipers/swarms play, and to change the railings near the center block so that it's either hard cover both ways, or limited cover both ways.
Honestly, I don't get out my good tanks for this map, because while it seems like a tanker's dream with the way players cluster, and with the line of sight areas to evade AV, it's more of a death trap. Only people who seem to do well on it with vehicles are the guys with LAV's playing Carmageddon 514. |
Scheneighnay McBob
Bojo's School of the Trades
3143
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Posted - 2013.08.25 16:59:00 -
[22] - Quote
See that little ledge at M-11? If you fall into it (it's almost like a funnel) the only way out is to suicide from the neocom. |
Ryme Intrinseca
Seraphim Auxiliaries
7
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Posted - 2013.09.02 15:49:00 -
[23] - Quote
Mayshell wrote:The fences on the very tops of the outpost make climbing the ladders to get there a pretty futile exercise. It's hard to see from above and harder to attack. Removing those fences at the top may open up a lot of tactical options. This is the only large outpost that does not have an objective 'indoors' (B is indoors on communications and some versions of biomass, I think). If they took the fences down this map would be dominated by the high ground to a much greater extent than other maps. As things stand there are still plenty of opportunities for people up top to contribute, so I think the balance is right. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
658
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Posted - 2013.09.19 16:25:00 -
[24] - Quote
In the high-left corner of J7 on the the upper level, there is a spot used to directly hit the A null cannon terminal. By the way, all the "bridges" that link the buildings are really annoying and open ways for intense camping. |
Scheneighnay McBob
Bojo's School of the Trades
3220
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Posted - 2013.09.26 23:21:00 -
[25] - Quote
at about A8, I called in an HAV (standing inside the outpost), and the RDV dropped it on the other side of the wall. |
MICKY KNOCKS
The dyst0pian Corporation
0
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Posted - 2013.09.29 02:04:00 -
[26] - Quote
CCP Eterne wrote:[img]http://web.ccpgamescdn.com/newssystem/media/64656/1/Orbital_Artillery_outpost.jpg[/img]
This thread is for specific feedback on the Orbital Artillery 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.
Hey Eterne, do you have a more detailed map of orbital artillery with all the turrets, null cannon locations, CRU's, MCC's, ect.? I am the Field Commander for my corp, and this map is the district I am in charge of and I can't find any resources for mapping it like the other maps that have all the things on it like I am describing. Thanks in advance, MICKY_KNOCKS of the Dyst0pia Corp. |
The-Errorist
Mannar Focused Warfare Gallente Federation
253
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Posted - 2013.10.05 03:39:00 -
[27] - Quote
This outpost never shows up in skirmish on the Border Gulch or Impact Ridge maps. |
MICKY KNOCKS
The dyst0pian Corporation
7
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Posted - 2013.10.13 02:18:00 -
[28] - Quote
The-Errorist wrote:This outpost never shows up in skirmish on the Border Gulch or Impact Ridge maps. Are you talking to me? I'm saying this is our outpost map for our home district. If I'm wrong or missing something, please do tell. I was just hoping for a map with the kind of detail you find in the other game mode maps you know. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3327
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Posted - 2013.10.13 05:02:00 -
[29] - Quote
This map is terrible for PC in the Skim Junction map (3 objectives in the outpost)
- Most common infrastructure (cargo hub) - First one to get on the roof at J9 has almost total control over Alpha and Bravo (forge gun) - As a consequence of the above, Mass Drivers/Forge Guns on the catwalks at J6 and J12 can further control Alpha. - Same. Play. Every. Time. Doesn't matter who you're fighting the first thing they go for is that roof. - Only way to remove said rooftop control is via a well placed orbital strike as any attempt to get on it with a dropship is immediately dispatched by said Forge gun.
Seriously getting tired of seeing the same play over and over again in this outpost/map. It's a god send to fight on the Gallente Research Facility now that it's been implemented but considering how many Cargo Hubs are in PC...... |
MICKY KNOCKS
The dyst0pian Corporation
7
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Posted - 2013.10.13 18:33:00 -
[30] - Quote
Aeon Amadi wrote:This map is terrible for PC in the Skim Junction map (3 objectives in the outpost)
- Most common infrastructure (cargo hub) - First one to get on the roof at J9 has almost total control over Alpha and Bravo (forge gun) - As a consequence of the above, Mass Drivers/Forge Guns on the catwalks at J6 and J12 can further control Alpha. - Same. Play. Every. Time. Doesn't matter who you're fighting the first thing they go for is that roof. - Only way to remove said rooftop control is via a well placed orbital strike as any attempt to get on it with a dropship is immediately dispatched by said Forge gun.
Seriously getting tired of seeing the same play over and over again in this outpost/map. It's a god send to fight on the Gallente Research Facility now that it's been implemented but considering how many Cargo Hubs are in PC......
Bro, I could not agree more with you. We have seen this tactic over and over again as this is our home district. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4058
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Posted - 2013.12.10 16:00:00 -
[31] - Quote
Going to try to be constructive about this so please bear with me if I come off as abrasive.
With 1.7 we've noticed some changes to the Orbital Artillery outpost. Walls have been removed and added in various places, vans/debris has been removed from one of the pathways to allow vehicles to move freely although one thing strikes me as odd is that considering this outpost is the most commonly used asset in Planetary Conquest there were a few things that could have been changed to make this map more competitive that, well, weren't.
The fences at the top of the tower still possess a gap in them allowing anyone up there to freely attack the playable area below; so even though the map was altered for 1.7 the meaningful change that could have been done to this map has not yet occurred. This map is badly designed in the sense that it's always the same play - he who controls the tower wins the map. It's always been like that every since this outpost was selected to be the placeholder for Cargo Hub infrastructure.
Needless to say I'm somewhat disappointed with this and I'm pondering as to why the problem areas of the map weren't changed while it was already being altered. Any insight to this would be most appreciated.
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low genius
the sound of freedom Renegade Alliance
1038
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Posted - 2013.12.27 19:41:00 -
[32] - Quote
with the new format this map has taken (removed a 1-5 and b 1-5 as well as the changed opposite corner) there are instances where one of the teams on a skirmish map has to cover far more ground than the other team to gain the city. there needs to be an entrance on the side with the rings no matter how you look at it. |
MICKY KNOCKS
The dyst0pian Corporation Zero-Day
151
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Posted - 2013.12.29 05:30:00 -
[33] - Quote
low genius wrote:with the new format this map has taken (removed a 1-5 and b 1-5 as well as the changed opposite corner) there are instances where one of the teams on a skirmish map has to cover far more ground than the other team to gain the city. there needs to be an entrance on the side with the rings no matter how you look at it.
agreed
1st Commander/Director.The Dyst0pian Corporation
Proud inhabitant of Planet Fight Club
Pub channel:Dystopian Discourse
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Mountain Doody
DUST University Ivy League
29
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Posted - 2014.01.21 16:18:00 -
[34] - Quote
I don't remember, does the tunnel at F12 lead outside? It should :) |
Killar-12
The Corporate Raiders Top Men.
2384
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Posted - 2014.02.22 01:06:00 -
[35] - Quote
The Picture needs updated
Listen
I'll change the song every week
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Mountain Doody
Brave Bunnies Brave Collective
30
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Posted - 2014.03.01 20:50:00 -
[36] - Quote
At L14 there is a raised platform where a heavy suit gets stuck. The tiny wall surrounding the platform is impossible to jump over. I got spawned there with the auto deploy, not even an uplink.
As a side note, for the love of god, give the heavy 25-50% higher jump :o |
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