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Move Epsilon On Forest Colony Into The Tunnel!


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Poll: Should Epislon be moved into the tunnel? (26 member(s) have cast votes)

If Epsilon were moved into the tunnel, which maps should it impact?

  1. Forest Colony (2 votes [7.69%])

    Percentage of vote: 7.69%

  2. Forest Colony Snow (2 votes [7.69%])

    Percentage of vote: 7.69%

  3. Both (12 votes [46.15%])

    Percentage of vote: 46.15%

  4. Neither (10 votes [38.46%])

    Percentage of vote: 38.46%

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#1 Victor Morson

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Posted 15 November 2013 - 09:42 PM

This has long been puzzling to me. Why is Epsilon positioned in a fairly boring open field spot, with a 100m move it could be moved into the tunnel - a unique combat environment that rarely sees fighting?

Kappa could be moved an equal amount in the other direction, placing it at the broken ship - again, more interesting than the water rock it's by now visually and tactically, since it could be the only cap point that's split into "two sides" via the ship.

It seems like this would make the points far more interesting and encourage fights in more unique areas, and is a really, really simple fix to boot.

#2 Roland

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Posted 15 November 2013 - 10:40 PM

Interesting idea. Would suggest that the same could be done on Frozen city in conquest mode. Basically make one of the capture points into a crazy infighting zone.

#3 Deathlike

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Posted 15 November 2013 - 10:47 PM

Let me just guess what PGI's stance is on the subject.

1) The oil-platform thingy won't fit!

2) It doesn't match our "map guidelines" for Conquest!

Here's a sad fact... I haven't played Conquest that much since the rewards nerf, but more importantly, I hear bad things about Crimson Strait in Conquest.

So, there you go.

#4 Roland

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Posted 15 November 2013 - 10:48 PM

Conquest is actually fun, because you don't really have to worry about losing to cap immediately.

You can still lose to cap, but you pretty much always get to fight a little bit at least.

#5 Deathlike

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Posted 15 November 2013 - 10:50 PM

View PostRoland, on 15 November 2013 - 10:48 PM, said:

Conquest is actually fun, because you don't really have to worry about losing to cap immediately.

You can still lose to cap, but you pretty much always get to fight a little bit at least.


Don't get me wrong. I've played Conquest all the time prior to the nerf. I don't have any real problems with it other than the craptastic cap ETA. The problems are more with the rewards than the mode itself.

#6 Roland

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Posted 15 November 2013 - 10:56 PM

Just ignore the caps.

#7 LegoPirate

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Posted 16 November 2013 - 01:08 AM

epsilon in the tunnel would favor the mountainous upper side an advantage, since they can shoot from higher ground into it. not to mention would make it closer to that side, meaning they get kappa and epsi by default. i guess you could remedy this by moving kappa to the other side of the boat.

#8 New Day

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Posted 16 November 2013 - 05:48 AM

View PostDeathlike, on 15 November 2013 - 10:47 PM, said:

Let me just guess what PGI's stance is on the subject.

1) The oil-platform thingy won't fit!

2) It doesn't match our "map guidelines" for Conquest!

Here's a sad fact... I haven't played Conquest that much since the rewards nerf, but more importantly, I hear bad things about Crimson Strait in Conquest.

So, there you go.

It's not that bad, but the Gamma side (not island side) has an advantage in grabbing both Theta and Epsi unless you push ridge hard and come up behind them. If Sigma lights rush Theta then Gamma cappers can be much easily and safely supported trough the city.

View PostLegoPirate, on 16 November 2013 - 01:08 AM, said:

epsilon in the tunnel would favor the mountainous upper side an advantage, since they can shoot from higher ground into it. not to mention would make it closer to that side, meaning they get kappa and epsi by default. i guess you could remedy this by moving kappa to the other side of the boat.

No need to move kappa that far. Maybe a little.

Also the lower side in the cave would have much better cover (the big rock and the slope) and if they moved it to the waterfall it would be protected from both sides.

Edited by NamesAreStupid, 16 November 2013 - 05:49 AM.


#9 Randalf Yorgen

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Posted 16 November 2013 - 06:18 AM

I would love to see Forest Colony in a HEAVY FOG day and night(thermal wouldn't work past 100M, Night Vision wouldn't work at all) with a slightly larger playing field around the water and the water shoreline. in this situation I could see Epsi in the tunnel, Kappa just up the hill (shoreline, slightly towards the ship, from where it is now) and Theta could be moved to the other end of the boxes from where it is now. Another option would be to attach Forest Colony to the River City map (River City is just around the Rock Outcropping at the lower start point and put the two start points as far apart as possible with 8 cap points and a resource limit of 2k. I think these would be fun and fresh.

#10 Roadbeer

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Posted 16 November 2013 - 07:29 AM

I think this is actually a pretty good idea, put it back by the waterfall in the cave.

This would make it simultaneously the easiest cap point to defend, and the easiest cap point to box the defenders in on.

Great idea all around, but don't be surprised when your thread gets moved to Maps and Modes, C'mon Victor, you know better than this.

#11 Scratx

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Posted 17 November 2013 - 08:12 AM

An "oil rig" inside a cave? You guys nuts?

Okay, setting aside the whole "does this make sense from an in-character and/or real life perspective" thing... I can think of a few reasons why it's a horrible idea.

1- Cave is designed such that one side has the upper ground.
2- Framerate on lower end PCs in there craters (I know, I avoid the cave because my framerate is very significantly impacted. I can still fight there but it's degraded)
3- Screw LRMs and sniping, brawling is where it's at
4- Does it even have freaking room in there for a cap zone?
5- And how is it a good idea to put a cap zone behind such funneling chokepoints that have no alternative ways in or any way of calling indirect fire into?





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