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Gallente Research Facility Feedback

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C C P
C C P Alliance
#1 Posted: 2013.09.03 23:52  |  Edited by: CCP Frame


This thread is for specific feedback on the Gallente Research Facility 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.

CCP Logibro // Patron Saint of Logistics // Distributor of Nanites

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Band O' Commandos
#2 Posted: 2013.09.04 00:24  |  Edited by: Fire of Prometheus
1st post :D

I love this new outpost!!! I especially love how it smoothly transitions from fighting indoors to fighting outside! I haven't found any issues with this map and in my opinion, it is the best outpost that has been released! I used a sniper from ground level a few times and its just as effective as using an AR!

Great work CCP!!!!!

King of Commandos - And Dust's #1 best dressed merc.

Destiny name - FireofPrometheus

PSN- jcptmo8055

Fraternity of St. Venefice
Amarr Empire
#3 Posted: 2013.09.04 01:07
Agreed!!! loving this new out very much and I can't wait to see more like it. Keep up the good work guys, it good to see that this game is getting more flesh to it bones.
Pro Hic Immortalis
#4 Posted: 2013.09.04 03:58
Very well designed socket. I haven't run into many issues. Although a friendly squad mate heavy was lost for a while haha.

I told him to follow the exit signs. Again very well thought out design. Really enjoy that scouts have access to shortcuts.
Praetoriani Classiarii Templares
#5 Posted: 2013.09.04 06:31
From the variety, means of traversal, lighting, and general flow this outpost makes the other outposts look incredibly boring. Especially love the use of ramps and staircases.

Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp

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Praetoriani Classiarii Templares
#6 Posted: 2013.09.04 09:42
Aero Yassavi wrote:
From the variety, means of traversal, lighting, and general flow this outpost makes the other outposts look incredibly boring. Especially love the use of ramps and staircases.

I think this is Gr8 don't your Aero.... don't you Aero......

Waves that dye the land gold. Blessed breath to nurture life in a land of wheat. A path the Sef descend drawn in ash.

Fatal Absolution
Bleeding Sun Conglomerate
#7 Posted: 2013.09.04 11:06
The only problem I have with this map and all the other Gallente Sockets that came with 1.4 is that it makes the other maps relative to sitting in line at a bank.

Great work with these new sockets CCP, damn good job.
Random Gunz
#8 Posted: 2013.09.04 16:38
IgniteableAura wrote:
I told him to follow the exit signs. Again very well thought out design. Really enjoy that scouts have access to shortcuts.


I was particularly amazed how well the signs actually were useful to me as I was exploring the map. While many maps refer to things like Charlie gate and such (the gate by C, of course), I wouldn't be surprised if people start using the gate numbers actually on this outpost.

CPM1 Elect. Thanks for all your support. soraya@biomassed.net for ideas, thoughts, and feedback.

Dust2Dust.
#9 Posted: 2013.09.04 20:11
I can't figure out where it is on this map because I only played one game on the research complex yesterday but there is an area on the outside near one of the null cannons with loads of low railings - please remove at least some of these railings until such a time as when we have vaulting or jumping is easier.

Dedicated sidearm scout - Watch out for that headshot

Scout community is the nuts

Red Rock Outriders
#10 Posted: 2013.09.05 00:40
The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there.

Retired to an undisclosed fishing cabin on Pator // @ReesNoturana

C C P
C C P Alliance
#11 Posted: 2013.09.05 01:46
Reav Hannari wrote:
The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there.


This is a known issue. No ETA on fix.

Anything is possible given enough time.

CCP LogicLoop

Red Rock Outriders
#12 Posted: 2013.09.05 02:49
CCP LogicLoop wrote:
Reav Hannari wrote:
The medium socket facility that goes with the Research set that is a cluster of 3 reactors has an underground turret that is unreachable. I play a domination match on Spine Crescent with a reactor cluster on both ends of the bridge. Both had a turret in the lower right hand corner has seen from above. They appear to be a good 20 to 30 meters or so below the surface and stayed yellow the entire match. I must have wasted a good few minutes trying to find a way down there.


This is a known issue. No ETA on fix.


Cool. Thanks.

Retired to an undisclosed fishing cabin on Pator // @ReesNoturana

Commando Perkone
Caldari State
#13 Posted: 2013.09.05 04:27
I read the dev blog on the new SI and saw these were engineered to provide more cover from above. Well, I haven't stepped foot in this outpost yet but I've attempted to rain fire from above via Python. I'd *****, but I know this is exactly what you guys are going for. In that case, bravo! There are many tight walled areas that are hard to fire into, lots of overhangs for cover, and plenty of roofs for pesky AV guys to hang out on. From the top it definitely looks beautiful, can't wait to get in there on one of my alts.

I used to be a director like you, but then I took 7 mil from the corp wallet.

OSG Planetary Operations
#14 Posted: 2013.09.06 16:56
Love the new asset, it feels more cohesive thematically (i.e. like it's an actual place not a quick pre-fab camp) and it offers many more areas where each specific role can shine as well as synergize with the rest of the team.

I really hope this is indicative of where CCP plans to take map asset development in the future, so far everyone I've spoken too in squads is very happy with the new assets and their effect on game play.

Cheers,
Cross
Edimmu Warfighters
Gallente Federation
#15 Posted: 2013.09.11 17:46
There is a vent/window at ground level on K7, if you approach it from the outside, it "grabs" you and you become stuck.
C C P
C C P Alliance
#16 Posted: 2013.09.12 07:29
Elessar Gaudet wrote:
There is a vent/window at ground level on K7, if you approach it from the outside, it "grabs" you and you become stuck.


Interesting. Ill have a look. Thanks for the notice.

Anything is possible given enough time.

CCP LogicLoop

Xer Cloud Consortium
Control-Alt-Duvolle
#17 Posted: 2013.09.12 11:58  |  Edited by: dustwaffle
Can't remember where exactly on the grid, but running and strafing along guard rails seems to make my screen rubberband around. If I step slightly further away from the rails, this effect disappears.
C C P
C C P Alliance
#18 Posted: 2013.09.13 01:35
dustwaffle wrote:
Can't remember where exactly on the grid, but running and strafing along guard rails seems to make my screen rubberband around. If I step slightly further away from the rails, this effect disappears.



That particular issue is a known defect. Being looked into. Smile

Anything is possible given enough time.

CCP LogicLoop

Circle of Huskarl
Minmatar Republic
#19 Posted: 2013.09.13 02:26
the fact that this is a three dimensional map presents a LOT of interesting Drop Uplink locations, easy to get into battle but hard-ish to reach the spawnpoint from an enemy perspective without myself having to use a dropship to place it :)
Capital Acquisitions LLC
#20 Posted: 2013.09.13 09:15
E15 or A11

Where the wall bends, there's an invisible wall on the outside of the outpost,

If you can't find it ill take a short video

'#PCMasterRace

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