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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » Capture & Hold Map Feedback

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General CaH Feedback

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 General CaH Feedback 
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tacobff


Joined: Fri Feb 11, 2011 1:42 am
Posts: 1648
Post Re: General CaH Feedback
Herp derp outskirts.http://www.hirezstudios.com/hirezwp/?page_id=6

Its just a massive spam fest in the middle with mortars and fractals being flung into there and nobody trying to flank.

I do admit its a buttload of fun though.

Honestly add another route from b to c on that map because everyone just goes through the middle.

It'd be awesome if there was like a map where there was an under ground battleground completely indoors. Or having a 32v32 where half the map is above ground, half is below.


Thu Apr 12, 2012 6:59 pm
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wooser
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Joined: Sun Jan 29, 2012 4:07 pm
Posts: 695
Post Re: General CaH Feedback
I really don't enjoy this gamemode. Teams are scattered absolutely everywhere when points are capturable no matter what point is owned where. Lots of points are too easily defended, mostly with spam, some are simply designed that way with height advantage given to defenders or lots of indoor areas.

What I'd like to see but know wont be the case due to legacy:

Points are captured by staying near a node for around 5 seconds, rather than just skiing over it. The way it works in BF and TF. Number of team members must be greater than number of enemies to cap.
Never spawn at a point being captured or being contested.
Points are locked when preceding points aren't captured, so point A requires point B, etc. To centralise team efforts instead of having everyone all over the place.


Things I think are in need of changing for now:
MOVE THE POINTS OUTDOORS. It's hellish. It's spammed. It's s***. Katabatics final point with the node where the flag goes would be so much bloody better. Same with raindance.
ADD GENS BACK. So there's no need to ever, ever put a point node indoors. Make credit generation take 10 seconds with the gen down or something.
MOVE POINTS OFF HEIGHT ADVANTAGE. Katabatics tower points would be a lot better if the point node itself was on one of the hill ledges below, possibly facing the attacking team, but still had all the spawns and inv stations inside the easily defended towers. Right now defense is stupidly easy and only ever cracked by strikes (eugh).
ANNOUNCERS! It might get a little silly hearing what point has been lost or captured every few seconds but I'd rather that than just no audio info at all. It can be pretty hard to tell how well your team is doing when in the middle of a fight.


I think that's about all I can say about CaH. Really though, I don't enjoy this gamemode. I was looking forward to something akin to control points or conquest from TF and BF but this is nothing but a very messy, very hectic spamfest put on maps that weren't made for it.


Thu Apr 12, 2012 7:49 pm
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Safaex
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Joined: Thu Dec 15, 2011 8:55 pm
Posts: 354
Location: Sweden
Post Re: General CaH Feedback
Sorry to say this but I really hate this gametype. These are my main reasons;

- The three maps I played was totally dominated by disco brutes and mortar/mirv spamming juggs, they covered perhaps 80 % of all classes in use. All of them just ganged up on the flagpoints and spamming the hell out of each other. Just hoping for lucky frags... no sense of skill or teamwork whatsoever.

- It is far too easy to capture a point. Just walk over it, spam the shizzle around it and hope for a cap. Wouldn't it make more sense if you'd actually have to stand on it? If not, atleast double the capping time and the capping process can be cancelled if the preowning team walks over it during that time.

- Maps are not ver fit for the gametype IMO, points should not be on ground or inside a buidling. Make them float in air on small platforms, up on small towers, just something to get rid of all the disco and mortar/mirv spam.

- I'd like to see increased spawning times, 10 seconds perhaps. And a newly captured point should not spawn at all for 10 seconds or more.

- Suggestion: The game should END if one team captures all points thus it has to be really hard to do so (with current system it happens all the time), and the perfect fit is 3, 4 or 5 points. One which is your "base" with greater defence, one, two or three in middle with less defence but might hold something the bases doesn't have, a generator perhaps, generating additional points if not destroyed, or perhaps a vehicle station, and finally enemy base. There should be a couple of spawnpoints at random places to encourage going for unexpected flagpoints.

This gametype needs some serious work, I won't play again until major changes sees the light. I realize i'm very negative here, but what better feedback than from someone who hate the gametype for specific reasons? :)

Last edited by Safaex on Thu Apr 12, 2012 9:15 pm, edited 5 times in total.

Thu Apr 12, 2012 8:52 pm
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Litego
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Joined: Mon Jun 07, 2010 8:12 pm
Posts: 5538
Location: North Cape - Norway
Post Re: General CaH Feedback
After another day of playing my conclusion is that more points = less AoE spam. Outskirts is a terrible map right now while Raindance is the best. Also turrets and orbital strikes have to go, they are seriously ruining the gamemode.
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Thu Apr 12, 2012 9:05 pm
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Cr4zyB4st4rd


Joined: Sat Sep 24, 2011 8:16 pm
Posts: 21
Post Re: General CaH Feedback
Love CaH in general, reminds me a ton of DDOM in UT and the like. While I don't have any major issues with anything. I do find myself avoiding some of the inside bases, mainly the base ones in raindance and katabatic. Playing anything but a heavy makes them challengin which is great. But my problem is how close regen stations are to the cap points themselves.

The regen stations were moved back in the katabatic bases, why? They had their own spots before and they were fine, placing them around the cap point allows heavies to camp up and constantly restock and spam their d*** fractals all game long!

The exact same applies to the raindance main bases, heavies get setup and have a constant resupply of ammo next to them. However as someone assaulting there isnt an option for you to resupply/regen outside so attackers get put on the back foot. It would be nice if the regen stations were moved out, forcing people to move around on the defence rather than constantly spamming mirvs, fusions and fractals at the single entrance.

The other bases are great in raindance, they have enough cover and area to defend while also allowing a ease of attacking.

Id love to see some more open capture points with small surface areas, like that of the flag in raindance, something that can't be easily defended by camping, but forces people to move around to cover it, while someone can jump in from almost any angle and try to cap it.

Heavies can still defend with their MIRV/Fusion/Fractals from a distance, but you aren't forced to attack through a horrible choke point you can't pass without being a heavy yourself.
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Thu Apr 12, 2012 11:06 pm
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IrregularPeanut


Joined: Sat Sep 17, 2011 6:09 am
Posts: 156
Post Re: General CaH Feedback
The quickest bandaid fix for the indoor/fractal spam right now is probably move all inventory stations further from the point.

I actually don't understand how anyone finds Outskirts more enjoyable than the others, especially A point, I avoid that area like the plague unless I'm just going to ski through and deny the enemy a single point for 5 seconds ;). The map feels like team deathmatch with a different scoring mechanic, while the other two feel more worthwhile because the maps are larger and have a better (slower) flow (Raindance would be faster than Katabatic in my opinion). Outskirts pretty much feels like playing 32 player Dustbowl in TF2, i.e. it's an absolute s*** storm and the map is clearly too small for it.

It seems to me the more points the better, although Katabatic is pretty much on par with Raindance.

I tend to go for the outdoor points though, so I don't touch Outskirts A, Kata C/D and Raindance E/C(?), and I tend to find the gamemode enjoyable in general, however I still think that Outskirts is a much more inferior map than the others even outdoors.

I will generally spend all game on Kata attacking/defending point B, and it's one of the most enjoyable things in this game while playing with friends, while controlling the middle three points in Raindance is also great fun.


Fri Apr 13, 2012 5:57 am
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HiRezKate
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Joined: Tue Aug 24, 2010 4:00 pm
Posts: 791
Location: Dome City
Post Re: General CaH Feedback
The point of having some points be indoors is it offers protection from strikes, so you'll not be likely to see every indoor point moved outside. However, I'm still willing to negotiate on some of them. I've been keeping an eye on the Raindance thread, and it sounds like a majority would like to points moved out of the single-entrance gen rooms to on top of the base. That sounds doable, since there are still the flanking tower points that are interior spaces, albeit smaller.

It sounds like the biggest frustration for everyone though is how quickly points can be captured. How would people feel about raising the capture point from 5 seconds to ~15?

This would have an effect on the spawn points, and would delay that sensation of people from the other team spawning directly next to you right after you've capped a point (I'll still look at pushing the spawn points further away from the bases). It would also help lower the frustration of turrets suddenly NOT being on your team, as you'll have had a few moments to realize the point is being taken and have time to react.
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MagiCandyBar wrote:
Soon.™

blackchimes wrote:
WORST MAP EVER, TOO SMALL/TOO BIG, THE HILLS ARE NOT HIGH ENOUGH/THE HILLS ARE TOO HIGH, THE FLAG IS TOO EXPOSED/IS NOT EXPOSED ENOUGH, SNIPEFEST, TOO MUCH GREEN/ BLOOM. YOU RUINED IT HIREZ


Fri Apr 13, 2012 9:55 am
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gruntmaster1


Joined: Thu Apr 16, 2009 9:55 am
Posts: 720
Post Re: General CaH Feedback
HiRezKate wrote:
The point of having some points be indoors is it offers protection from strikes, so you'll not be likely to see every indoor point moved outside. However, I'm still willing to negotiate on some of them. I've been keeping an eye on the Raindance thread, and it sounds like a majority would like to points moved out of the single-entrance gen rooms to on top of the base. That sounds doable, since there are still the flanking tower points that are interior spaces, albeit smaller.

It sounds like the biggest frustration for everyone though is how quickly points can be captured. How would people feel about raising the capture point from 5 seconds to ~15?


My personal problem with the indoor capture points (CPs) is the single entrance in raindance and the inventory stations right next to the CP in katabatic and the narrow space. Opening the top and moving the CP to where the generator usually is on Raindance, seems better to me, but that would also require map changes which you seem to want to avoid. The katabatic indoor CPs could be moved further down to the 3 entrances, giving more sides to attack from and a more wide space.

I personally don't have any problems with the speed/pase of the mode and pretty much every class has explosive weapons that can be used to knock enemies away from the captue points. The fast caps also mean you have to make a decision between recapping or killing the enemy. I think part of the problem is that all maps can have a max of 16 vs 16 players (from what I have seen, only played a little on outskirts). I played late on outskirts one day and had a 10 vs 10 which fellt like a better size for the map.


Fri Apr 13, 2012 10:15 am
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MrVernon


Joined: Wed Mar 25, 2009 6:33 pm
Posts: 40
Post Re: General CaH Feedback
I support the inventories outside, not the point outside. This is a general statement not specific to a map. Why?

Fractal spam will turn into mortar spam -almost all outdoor points can spammed making it less about a defensible position into a spam fest from long range.

Removing the ammo from the point area puts defenders more on an island in an indoor base, have to ration ammo and deployables, force tough decisions on when you're able to get ammo and heal up.

I like to think in capture and hold you're encouraged to defend the position you've taken. Give that defender a soft defendable point, cover them from call ins, keep them away from mortar spam -but deprive them of ammo, force them to really defend that point or leave the point to get ammo, it's a great balance in my opinion.

edit - feedback on the 5 second cap time: I find when I'm defending a point if an attacker commits first to taking the point, instead of engaging me first, he has a 50% chance of getting a quick point because I am unable to take it back in the 5 sec. time because I'm busy eliminating the threat from the area (killing him) to cap the point back. Do we want people quick capping for an easy point? I'll say no. I'd say boost it to 10 seconds.

He also gets turret controls sometimes with that fast cap.

My overall opinion is to give defenders a soft advantage over attackers, I think that should be a general rule for this mode.


Fri Apr 13, 2012 10:30 am
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MrVernon


Joined: Wed Mar 25, 2009 6:33 pm
Posts: 40
Post Re: General CaH Feedback
I also want to give some feedback on specific capture point positions:

Katabatic:

Hill Towers - love em, the outside cap point works here, a call in forces you into the tower leaving the point vulnerable, hard to mortar spam and get to, defensible, great for a team to own because of the spawns you give your team to allow them to capture other points makes it very desirable.

Main Bases - big desire with vehicles being available, indoor point makes it very defensible. Possible issue -attackers can ski into base and cap point while skiing at high speed into base. Is that a desired effect? I'd rather attackers have to fight way into base to earn the right to cap. Possible solution? Move point nearer to walls away from ski path, put point downstairs... I encourage experimentation of the point on this one because I'd love to fight in various areas.

====================================================

Outskirts:

Center Base - Cluster "love" there is no "holding" going on just clustering. Possible solution? elevate the point to ensure someone can't ski through to cap point and drop fractals, they have to jet up and fractals don't work as well up high. Dig out a spot put it lower? Block ski routes into the base to reduce 10 heavies converging at once at the point, make it a slough just to get to the point.

Outlying points - Call-in heaven. Personally I don't like being blasted by 10 (no joke here) orbitals when I'm clearly defending this point, just to die, and respawn half the map away. I see that it's a mechanic but give the defenders somewhere to hide away from the point making it vulnerable (a bunker of sorts?).

This is my least favorite C&H because I feel that I am unable to really defend a point because of mortar spam (less frustrating) and call-ins (more frustrating)

=====================================================

Raindance (my fav):

Main Bases - spam is very possible here but I think eliminating ammo from inside the base will make this better. Move the point to where the generator is for CTF? That allows infiltrators to use their skills to force defenders to recapture the point taking them away from their highly defensible area. Did I mention that I love the interior of this base? It's zen.

Side Towers - Perfect! can dodge call-ins and mortars but if you're not watching they can still get you, defensible position with multiple entrances that allow attackers to overwhelm an under manned position. Overall I think this point is a model for secondary capture points (not a main base)

Middle point - on a bridge, very open. A place where lights and mediums are really the ones duking it out for control. As a big heavy player I don't love it but it works, very hard to spam with anything, call-ins don't really work, a bunch of lights can defend it with good skill and teamwork. I think this point promotes team work and good defensive work by forcing attackers to not come one at a time. The team the commits to the point gets the point.

====
Overall I love C&H, thanks so much for the new game mode I see great things for the future.


Fri Apr 13, 2012 11:06 am
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