Crimson Strait Locust Trap
#1
Posted 15 October 2013 - 10:03 PM
#2
Posted 15 October 2013 - 10:07 PM
#3
Posted 15 October 2013 - 10:49 PM
#4
Posted 16 October 2013 - 03:57 AM
#5
Posted 16 October 2013 - 04:24 AM
#6
Posted 16 October 2013 - 08:39 AM
FenrisUlf, on 16 October 2013 - 04:24 AM, said:
I had to blow the guy up that was shooting at me first. Then spend 2 minutes figuring a way out without jump jets. Made me almost wish you could trip and fall forward over the edge and then get up outside of the pit.
#7
Posted 17 October 2013 - 04:35 PM
#8
Posted 17 October 2013 - 09:56 PM
#9
Posted 18 October 2013 - 05:23 AM
#10
Posted 18 October 2013 - 06:10 AM
at 51kph it was painful trying to re-emerge from the damn thing.
#11
Posted 20 October 2013 - 03:57 PM
The only way it seems to play nice is if I accelerate into that "ramp-like" thing... otherwise, what was PGI thinking?
#12
Posted 21 October 2013 - 04:50 PM
#13
Posted 21 October 2013 - 04:51 PM
#14
Posted 21 October 2013 - 04:53 PM
Forcing light mechs and mechs with Jump Jets.
#15
Posted 21 October 2013 - 08:29 PM
hargneux, on 15 October 2013 - 10:07 PM, said:
Brilliant map design isn't it?
#16
Posted 21 October 2013 - 10:46 PM
#17
Posted 23 October 2013 - 05:48 AM
Fiona Marshe, on 18 October 2013 - 05:23 AM, said:
Yes, the gap between the south ramp and upper deck is a trap. Never cross over - use the ramp to its full length. A friendly Atlas got stuck, I tried to push him with my Highlander and got stuck myself. The trap actually killed me as it inflicted damage to my legs.
#18
Posted 23 October 2013 - 05:54 AM
#19
Posted 23 October 2013 - 06:02 AM
#20
Posted 23 October 2013 - 06:07 AM
- and killed a Pract that was stucked ther another time.
It would be pleasent to over look maps for such "obstacles" and remove them / add a corresponding climb mechanic / or take a closer look to the height maps.
When you get killed its worse - but to get killed because you get stucked at a latern or car or a ankle high brick wall its much more frustrating.
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