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This is what EC needs more of

Discussion in 'General Discussion' started by Valrak, Feb 29, 2016.

  1. Valrak Valrak Arch Cardinal Superior

  2. Roopevil roopevil Arkhona Vanguard

    had alot of battles like that but they usually last 5 or 6 minutes i join them late
  3. Nomad Darmadeus Nomad Arch-Cardinal

    So how does it feel like to run the game at 60 FPS with low latency? :D
  4. Timmymachine Timmymachine Arkhona Vanguard

    Hopefully when they increase the player counts and add the guild/group play features it'll be like that all the time :)
  5. Ser DJ Hodor TheBurgerMeister Well-Known Member

    The only map that stuff happens on is that map shown in the video (the desert oil refinery). "A" point is a bitch to cap because of the design and how spawns work. "B" and "C" are usually over pretty fast or just get converted back. But the gritty fight ALWAYS happens at "D" because of the way the map is laid out. Both teams are forced to clash at this one last point with very little cover on the point, and lots of cover elsewhere. But in order to secure the win you HAVE to get your ass on that point. It gets brutal sometimes. But that's what makes it fun.

    Rather than having all these run around and capture whatever point you want, the real fun comes from trying hard as hell to take, hold, and push one point at a time. That's where the feel comes in Otherwise I feel its like Dawn of War 2 and Company of Heroes all over again (where all you did was avoid the enemy and ninja cap the points). No fun at all.

    They keep touting this "epic" combat and "gritty" Grim Dark fighting with 40k, but right now they're just blowing hot air. Planetside 2 said the same crap and the overall map/base design + vehicle balance killed all hope of a GOOD fight. Planetside 1 had better combat and fire fights because it was simple and cover/bases were thought out more.

    Dis game needs an overhaul on the cover and points on all the maps. Then it needs to have more maps that are 1 point capture at time with more strict routes so that the teams collide more.

    Just use TF2 as a reference. Why was TF2 (team fortress 2) so fucking fun? I've got like 600 hours logged in that game and everyone played the shit out of it. Why? Because the maps had SOME side routes but mostly forced the teams to clash, usually in somewhat narrow spots. Objectives were very simple and usually 1 at a time. None of this 4 open objectives crap.

    Take Blackbolt munitions for instance (the big tower map). Imagine if the map changed to this instead:

    Attackers had to capture B and A first. Once captured that's it, can't be taken again. Then C and D are up for grabs. Imagine the intense fighting that would occur around those 2 points especially at D where the defending team would attempt to make their last stand. Shit would be crazy.
  6. FoxDie Sonbot Well-Known Member

    Valrak and DakenTheShattered like this.
  7. Agree wholeheartetly. While the game, Alpha state as it's in, has a lot of issues and flaws, one of the more important ones I feel are the direction in the maps. It's bad enough that the game is how it is; the lack of direction only makes it so much worse, because you can't go to a fight and be sure to fight it, unless you have communication to the entire team.

    Team Fortress 2 is a perfect example. No one plays maps with more than one point to take at a time, because it's impossible to manage with these kinds of games; you need to have some sort of direction, or at least make other points difficult or mechanically impossible to take before you take the actual point in question.

    And yes, Olipsis has this kind of direction, but the points are all over the place; not in a line, where the defenders can go back and defend when you're losing ground.

    Plus, with every point having up to six different entrances and no particular place to hunker down, there won't be a defender/attacker mechanic, it'll be more like an Arena map with a point in the middle. Take cp-Dustbowl from TF2 - First part, the first point has two entrances, one exit going backwards, one window with balcony and a very defensible ledge to sit on. Second point is open frontwards, but to get there, you have to go through a no-man's land. All the branching paths are before the point itself.

    The devs are doing it slightly right now, but still needs a lot of work :D
  8. RuntKikka RuntKikka Well-Known Member

    Just want to point out that his video has him in the new map and not Olipsis (which is the map you are referring to).

    I agree with the rest of your points though but I feel we would see quite a bit more of fights like that on the new map with a higher player count.
    Onomatopoetic likes this.
  9. Well, i had a lot matches like this in Olipsis station and they were more hot. Just today we defended "B" capture point on Olipsis for 16 minutes, it was SO F*CKING hot.:D 18-20 men on the capture point.

    I'm looking forward for 64 vs 64.:D
  10. Judge Judge Curator

    There was a time when that map had a fortress mode and it was basically like that in some way; althought it wasn't so much fun for attackers when trying to get B (D on the current mode for that map) since it was just 16vs16, a thing that made the place feel a bit desserted too (the map was really big). But even then, it was always a ninja capper from time to time waiting alone at B for A to fall (sometimes, that was the only way to win the match for attackers).

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