Move Epsilon On Forest Colony Into The Tunnel!
#1
Posted 15 November 2013 - 09:42 PM
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
Posted 15 November 2013 - 10:40 PM
#3
Posted 15 November 2013 - 10:47 PM
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
Posted 15 November 2013 - 10:48 PM
You can still lose to cap, but you pretty much always get to fight a little bit at least.
#5
Posted 15 November 2013 - 10:50 PM
Roland, on 15 November 2013 - 10:48 PM, said:
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
Posted 15 November 2013 - 10:56 PM
#7
Posted 16 November 2013 - 01:08 AM
#8
Posted 16 November 2013 - 05:48 AM
Deathlike, on 15 November 2013 - 10:47 PM, said:
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.
LegoPirate, on 16 November 2013 - 01:08 AM, said:
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
Posted 16 November 2013 - 06:18 AM
#10
Posted 16 November 2013 - 07:29 AM
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
Posted 17 November 2013 - 08:12 AM
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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