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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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pala


Joined: Tue Jun 28, 2011 7:40 am
Posts: 898
Post Re: General CaH Feedback
Opening the top on the roof sounds insane! Who would ever make a base structure which has open top? Sounds like some sort of Tribes Vengeance non sense.

Having secondary enterance also requires cover and ceilings so it wont be spammed from far.

I look forward to see how the spawning works now. Its was so so far away from any comp games because of the random spawning.
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Tue Apr 24, 2012 2:09 am
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Andur
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Joined: Tue May 05, 2009 7:35 pm
Posts: 5836
Location: Spain
Post Re: General CaH Feedback
Quote:
Who would ever make a base structure which has open top?


See, regular physical ceilings are vulnerable to orbital bombardment, that's why some Tribes got smart and started deploying energy forcefields on their sensitive installations.

Of course, that requires a secondary generator, that is, in turn, vulnerable to ground assault. But our Tribals can deal with that.


Tue Apr 24, 2012 2:46 am
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
Posts: 3062
Post Re: General CaH Feedback
pala wrote:
Having secondary enterance also requires cover and ceilings so it wont be spammed from far.
It has been pointed out multiple times that you can't spam into the opening from afar, and you can't damage the generator from anywhere outside. Please try and keep up to speed with the discussion before making dismissive comments.
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Tue Apr 24, 2012 3:11 am
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pala


Joined: Tue Jun 28, 2011 7:40 am
Posts: 898
Post Re: General CaH Feedback
SkepticTA wrote:
pala wrote:
Having secondary enterance also requires cover and ceilings so it wont be spammed from far.
It has been pointed out multiple times that you can't spam into the opening from afar, and you can't damage the generator from anywhere outside. Please try and keep up to speed with the discussion before making dismissive comments.


You reference was to the CTF discussion with line : opening the top for secondary enterance. Theres no link to the CTF topic and no pictures which would add anything which would indicate that you suggestions included something else than opening the top wide open.

Please make correct references and then start making dismissive comments.
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Tue Apr 24, 2012 3:16 am
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Vaskadar
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Joined: Tue Jan 04, 2011 10:41 pm
Posts: 97
Post Re: General CaH Feedback
Still too easy a choke point in Rain Dance's bases. All one need do is really just keep on firing their juggernaut mortars from inside.

I'm all for the opened roof suggestion. At least a second entrance is mandatory for the bases. No second entrance equates to bad base design.
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Tue Apr 24, 2012 4:03 am
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HiRezKate
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Joined: Tue Aug 24, 2010 4:00 pm
Posts: 790
Location: Dome City
Post Re: General CaH Feedback
There is a discussion about having an alternative way into the base in the CTF thread- if that comes into fruition, it will affect how the map is played here.

As it is, I still have no control over the mesh myself, sooooooo...

I'll be smurfing in game today to see how some things are playing out, and see what all got changed/added in (again, I'm not sure which build they took, so I don't know what tweaks made it in this round or have to wait for next round).


**UPDATE**
Alrighty, so this patch DOES NOT include the changes to the inventory station placement on Raindance, nor the vehicle pads on Outskirts. So those changes will be in the next patch.

How is Drydock Night playing for you guys? The central point, as ever, seems to be a pretty fun clusterflock, but not quite so concentrated like in Outskirts- which has also made its triumphant return, hurrah!
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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


Tue Apr 24, 2012 9:53 am
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wooser
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Joined: Sun Jan 29, 2012 4:07 pm
Posts: 695
Post Re: General CaH Feedback
Please open up the ceiling of point A on outskirts, it's my only problem with the map is how much of a f*** it is in there. Otherwise points B and C make for really nice CaH points (if you make any CaH original maps, please emulate these small points!). It won't ruin the map in TDM or anything so there's no issue there.


I also have an overall complaint for CaH: spawning is a god d*** mess and de-concentrates team efforts. Spawning at points your team doesn't own is confusing, spawning randomly at either a point being contested or a point far away with nothing happening is annoying. Enemies spawning at points you're trying to cap gets very annoying and makes take-backs needlessly harder and frustrating. Having teams spawn with enemies at the start of rounds seems very pointless also. Just plain spawning without your teammates is messy.

I'd basically like CaH 10000x more if you had a set point on each map to spawn. Have teams just spawn where they would in CTF. On outskirts have teams spawn at either C or B respectively. This isn't battlefield, players can move fast enough around the map that forward spawns aren't needed and they only complicate things. Just have teams spawn with their team at the start of a round and keep spawning that way. That alone would make the gamemode so, so much better.

Oh yeah, and make a CaH inferno! It's a lovely map.


Fri Apr 27, 2012 2:19 am
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nutcrackr
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Joined: Fri Feb 24, 2012 8:14 am
Posts: 131
Location: Australia
Steam Gamer Name: nutcrackr
Post Re: General CaH Feedback
Night Drydock seems pretty good, the lowest point on the map got a lot of action when I played because it's nice and open and allows people to swoop down, grab the point then cruise up the hill and come back down. Point D seems to have some close resources and doesn't feel as free flowing as the others, but that variety might be a good thing in the long term.


Fri Apr 27, 2012 5:27 am
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iburnbud
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Joined: Fri Jan 13, 2012 11:56 pm
Posts: 688
Post Re: General CaH Feedback
(random to follow)

outskirts is a sweet map. ohhyeah! congratulations on the win. 100% satisfying in the way that it satisfies in.


night drydock, im still noob to, atm, it seems real nice as well. with the more open area in the center, that gets a lot of action in spurts(imo), its comparable to o3p in that way, but its so open, you cant just abuse the ceter so effectively, but the draw factor does arise many times making nice lil skirmishes. -once again, my exp here is limited. the size seems appropriate. these comments may seem repetitive to tdm players, which i am not.

with o3p, sometimes you do drivebys on the center, or are forced out -- with drydock, seemingly, you can chain the drive bys, or rather, the terrain and cap points seem to be at a comfortable interval - convenient --- as an additional plus, i think its a "tdm" map, so many will already be second handing the terrain - more likability.
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Sun Apr 29, 2012 5:13 am
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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'm kinda hating how open DDN is just cause it means I'll be getting spammed at by tech smgs from a mile away as they sit on top of their little fort on a hill :/

The points on flatter areas are a lot easier to retake and harder to defend, which is what I think is best for CaH. Points on hills where defenders get height and sight advantage is very tiring and is my main reason for disliking katabatic. My perfect point would be the outskirts B/C outdoor baby sized bases but not too high-up or in the middle of nowhere that you can't escape anyone from it.

I do like the vehicle control aspect of only the middle point a vehicle point, too. More maps having something akin to that where certain points add certain advtanges would be very fun.


Sun Apr 29, 2012 9:18 am
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