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Manus Peak Skirmish Feedback

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C C P
C C P Alliance
#1 Posted: 2013.05.22 15:19  |  Edited by: CCP Frame


This thread is for specific feedback on any Manus Peak 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.

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KILL-EM-QUICK
Rise Of Legion.
#2 Posted: 2013.05.22 18:58
When trying to run into A right at the cross section of F7 to G8 there is a bump that is quite hard to get over without jumping around to avoid all the spots we get stuck on while running.
Butcher's Nails
#3 Posted: 2013.05.23 00:40
This map is in my opinion significantly flawed.

In my experience, the team spawning in at K11 will on average win 2/3rds of the time in a balanced match. Their initial spawn area J9-I10 gives them a good, relatively unobstructed field of fire on objectives B and C.

The same cannot be said for the team spawning at E4 or their ground station at C8. Either location there offers at best marginal fire support onto objective A and is subject to suppressing fire from the upper slope that runs along H6-7, G8, F9.

The one pivotal point that is fought over on this map is objective C, and holding it is drastically easier for the side that spawns at K11. They can put suppressing fire on it almost from their drop zone, and are shielded from direct return fire in general from the structures at B. Any attackers hitting either C or B have to pass through the same general choke point, and half-competent resistance at H7 is enough to shut down the entire attacking team. Any flanking attack from H4 that is attempted opens itself up to direct fire from H6 to G8 to J9 in a rough triangle, depending on buildings. Additionally, holding C is almost a given for the forces dropping from K11 and that position affords excellent fire support not only onto C, but onto the approaches to A as well.

I have not seen many flanking attacks from H4 done in anything more than half-squad strength, and while they may contest C, they are in my experience pushed back.

In my opinion, anyone dropping at E4 has their work cut out for them as they have to assault uphill into the teeth of effective defenses that can only be cracked either by a heavy concentration of armor that remains intact long-term, or an excessive barrage of orbital artillery.

Unfortunately due to the issue being one of basic topography, there is little I can suggest offhand to be a correction. Moving the dropzone to H4 will just reverse the situation, and give the other side the advantage of high ground (though badly exposed high ground). Perhaps a better option would be to convert this map to a five cap-point map, provisionally placing new bases at E9 and C7-8, and then moving the ground drop zone from C8 to E4 instead. This has the additional advantage of putting the area around C7-E9 to actual work, instead of just terrain that troops have to drive/run/fly through.
Grupo de Asalto Chacal
#4 Posted: 2013.05.23 02:39
B should be on H9. It seems that the team that holds C WIIl capture B in a pretty short time. And after that A is just for suicides. Moving B to the other side of the structure will give a more balanced gameplay.
KNIGHTZ OF THE ROUND
#5 Posted: 2013.05.23 03:52  |  Edited by: Pr0phetzReck0ning
There is a spot in between A and C (coordinates G6) where there is literally an INVISIBLE WALL ... Seriously, every time you attempt to move beneath one of those pillars you run into a wall that you can only walk around and not through. It's rather annoying and of course it needs to get fixed asap
fatal absolution
#6 Posted: 2013.05.23 05:27
Pr0phetzReck0ning wrote:
There is a spot in between A and C (coordinates G6) where there is literally an INVISIBLE WALL ... Seriously, every time you attempt to move beneath one of those pillars you run into a wall that you can only walk around and not through. It's rather annoying and of course it needs to get fixed asap


I can back up his bug report. Between the large pillar and lump of dirt at G-6, it seems as though there should be a rock there, but it is not detailed, so a person runs into it and stops. Please fix as soon as possible. Thanks!

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Villore Sec Ops
Gallente Federation
#7 Posted: 2013.05.23 11:52
Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective.
Science For Death
#8 Posted: 2013.05.23 11:59
WR3CK HAVOC wrote:
Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective.


There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps.

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BIG BAD W0LVES
#9 Posted: 2013.05.23 14:58
rail turret installations on attacker side fire on vehicles from further then they render. rendering for vehicles needs to be further on the map for installations.

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ROGUE SPADES
#10 Posted: 2013.05.23 15:28
This map is pretty flawed for the defending team,

Currently i have lost nearly every match on the defending team and won every match on the attacking team,
pretty much the best odds of the defending side winning are if someone calls in a good dropship and knows how to fly it believe me i've tried,
however i find myself quickly shot down by the CA Rail cannon turret at objective C which in the time it took for the RDV to bring me the dropship the attacking team had already hacked not to mention the attacking side has 4 large turret installations placed relatively in the open as to where the defending side has 1 behind a few structures making it near useless,
personal problems aside,

for overall fairness of the map i think you should
move the defending MCC to F11 and objective B to H9
making objective B roughly as close to the defending MCC as objective C to the attacking MCC and having objective A
about even between the two at the same time,
the move the defending turret installation to J10 and ad at least two more at I11 and K9

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Villore Sec Ops
Gallente Federation
#11 Posted: 2013.05.23 15:30
Rogue Saint wrote:
WR3CK HAVOC wrote:
Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective.


There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps.

LoS on a terminal is fine as long as its not your starting spot.
Forsaken Immortals
#12 Posted: 2013.05.23 21:18
Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough.
Science For Death
#13 Posted: 2013.05.23 23:58  |  Edited by: Rogue Saint
Evane Sa'edi wrote:
Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough.


J5 is the new snipers spot if you can get a dropship to land you on top of that tower! P

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Science For Death
#14 Posted: 2013.05.24 00:03
WR3CK HAVOC wrote:
Rogue Saint wrote:
WR3CK HAVOC wrote:
Enemy snipers can spawn and drop into K8 and have direct fire into objective A. The terminal at A needs to be rotated to the north so that players can take cover while hacking. The enemy should not be able to spawn and have direct fire at a terminals objective.


There are many maps that allow this, I personally think its a valid tactic and are guilty of sniping a fair few at that terminal. Many snipers will try and find LoS to the terminals on all the maps.

LoS on a terminal is fine as long as its not your starting spot.


It's not the starting spot, sure it's (usually) the first objective for the attacker, but be smarter, head for objective C via the back route in LAV's. Even send a sniper with you to pop those waiting for your team mates to capture A!

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Nexus Balusa Horizon
#15 Posted: 2013.05.24 10:46
In the Bravo area, when the buildings are different from the image, i'm always stuck in little ramps

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Goonfeet
Special Planetary Emergency Response Group
#16 Posted: 2013.05.26 20:02
Evane Sa'edi wrote:
Bring back "Mount Doom" - it was the best point to place sniper/spotters to cover most areas of the map, if you were brave enough.


This. Manus Peak is now Manus Hills, it's most distinguishing feature has been removed. I'd love to see it brought back, especially if the mountain can be made accessible from both team's spawns so we can fight over having an excellent overwatch spot.
Doomheim
#17 Posted: 2013.05.26 22:58  |  Edited by: Full Metal Kitten
G6

Underneath the overhang of the large rock that juts out (the one you can climp up) there is a new decorative bush on the ground that is un-passable. You have to jump over it. I keep getting stuck on that thing.

EDIT: It's not a bush. There is a small rock on the ground. You can't walk around it. There's an invisible blockage next to it and you just have to jump over it.
BIG BAD W0LVES
#18 Posted: 2013.05.27 03:16
ladwar wrote:
rail turret installations on attacker side fire on vehicles from further then they render. rendering for vehicles needs to be further on the map for installations.

or just a replacement to they are not facing into the center

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Penumbra or something
#19 Posted: 2013.06.05 20:21
The new redline is pure ****. Scouts have no room to flank anymore on this map/
Commando Perkone
Caldari State
#20 Posted: 2013.06.23 21:48
AttentionAttentionAttentionAttentionAttentionAttentionAttentionAttentionAttentionAttentionAttention

^ Is the feeling expressed by many

When a tank perches itself on that map with three objectives and one massive hilly area which is out of bounds from friendly (MCC furthest away) forces.

Anything good enough that stands there is absolutely invincible, and has overview of the whole map minus objective B.

I would suggest that either the border and map be pushed back or the area inaccessible, it is a huge sniping problem too.
I would also suggest (~hot) that the map be labelled in game so map requests are easier. It is Manus Peak areas L8 - J7
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