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Fracture Road Skirmish Feedback!

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C C P
C C P Alliance
#1 Posted: 2013.09.04 17:02  |  Edited by: CCP Frame


This thread is for specific feedback on any Fracture Road map in the Skirmish game mode. 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.

Thanks Immortals!

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Knights Of The 0ld Republic
#2 Posted: 2013.09.04 19:39
I haven't gotten this map yet all day but it looks like a ton of fun!!!

Can you please make sure the supply depot spawns here? that map piece is never used in a single map but it has a huge indoor space it's horribly under used...

#3 Posted: 2013.09.04 20:29
D-E7, the turret installation presented there does not actually exist. It shows the icon while in-game, but there is no installation to be hacked.
Whale Pod
#4 Posted: 2013.09.05 00:04
I love this map so far. It feels way more immersive than what we've had before and I really like all the objectives being spread out. It allows many breach points for the objectives and makes the flow of battle more continuous. So many of our old maps turn into turtles near a cluster of objectives making the battles very repetitive. With the objectives more evenly spread it makes constant movement and repositioning a bit more necessary, so kudos on that.

My only gripe is that this map seems more suitable for 48-64 players. It's a little difficult finding players sometimes but that's not really an issue. The other thing I'm really hoping for is some dynamic map elements like elevators or doors being able to be opened/closed. It seems like you guys took the time to add keypads to the doors but we can't actually use anything. I really hope you plan to eventually add something like this. It would only further the dynamics I think.

Other than that, I really like how you guys are really stepping it up with your designs. The new maps seem way more sci-fi-ish than anything we've had before. I actually feel like I'm on a developing alien planet. When I compare this map to something like Manus Peak or Line Harvest, this actually feels like somewhere a battle would be taking place, while the other two mentioned are by no means a spectacle. I really hope you guys eventually revisit those maps and give them the same design effort as the new ones.
Praetoriani Classiarii Templares
#5 Posted: 2013.09.05 07:27
Agree with the immersion statement, this map with the research lab SI set does an amazing job at appearing like a real research facility and not some arbitrary first person shooter arena.

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Commando Perkone
Caldari State
#6 Posted: 2013.09.06 14:14
I take the map pictures into an image editor and overlay them on eachother for a full picture sort of view (like this), and I noticed that this image is messed up. If you look at the bottom, the crater roads have been clone stamped incorrectly or something.

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Red Rock Outriders
#7 Posted: 2013.09.08 15:42
Denak Kalamari wrote:
D-E7, the turret installation presented there does not actually exist. It shows the icon while in-game, but there is no installation to be hacked.


That's a known issue with the reactor cluster socket structure.

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Kirkinen Risk Control
Caldari State
#8 Posted: 2013.09.19 20:23
F-10, If you drive an LAV within that area at top speeds and flip over you will sometimes glitch through the grounds and end up stuck in your position before entering the ground... after that you'll slide around in that position 'til you reach the redline and die.

I've only been able to replicate this three times in a Caldari Logistics LAV.

There are no facts, only interpretations.

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#9 Posted: 2013.09.20 01:21
On i-8 by the barrel, there's a thing that looks like you can go under while walking or crouching, but can't; its taller than a player and has a ton of space to move under, but doesn't let you.

Escalation game mode

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Bleeding Sun Conglomerate
#10 Posted: 2013.09.22 08:50
https://forums.dust514.com/default.aspx?g=posts&m=1322471#post1322471

There is a spawn point in the red base that puts you down a hole.
I haven't experienced it personally, but I watched my corpmate appear and suddenly drop down - it didn't look escapable.

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Evzones
#11 Posted: 2013.10.14 05:24
G-7, on the raised concrete looking base of the tower. There is an open girder structure with empty spaces that act as solid walls. I've found this on Skirmish and Dom, it seems to be part of the socket.

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HAWKS TR
#12 Posted: 2013.10.28 07:03
I loove the landing pad for dropships on B. Please add another landing pad on another map
#13 Posted: 2013.11.29 14:42
Rock formation in lower left of G4:

Swarms passed right through, destroying my 2mil+ Falchion hiding directly behind it on the south side with swarms coming from the north. Don't use that as cover for vehicles. I hope there's not more rock formations like this that allow swarms to pass through.

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Furyan Alpha
#14 Posted: 2013.12.11 17:29
WHY the new rock, boulder @ I.5 / 12.5, in front of the pipes / cable runners.

"You deserve what you tolerate"

Onslaught Inc
#15 Posted: 2013.12.15 23:32
Is this speed bump intentional?

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#16 Posted: 2013.12.29 10:57
K, L, M and so forth are are redzone, so I can just go to the Impact Ridge area and have a battle there. Please fix/add this feature.

Escalation game mode

Infantry: Velvet Overkill

Vehicles: Agent Overkill

I----------I
#17 Posted: 2014.01.08 23:22
This map is too big for 16 v 16. Please remove it from rotation until we get at least 24 v 24.

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Corrosive Synergy
RUST415
#18 Posted: 2014.03.15 16:41
This map is amazingly well designed because it is not a crater which means redline rails are much less of a problem unless you're right outside of their redline.

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fatal absolution
Bleeding Sun Conglomerate
#19 Posted: 2014.03.22 02:03
Charlotte O'Dell wrote:
This map is amazingly well designed because it is not a crater which means redline rails are much less of a problem unless you're right outside of their redline.

But the domination point needs a little adjusting.
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