Crimson Strait Feedback
#1
Posted 08 June 2016 - 03:14 PM
If combat could happen a bit more often away from the freight deck area it would be nice.
#2
Posted 21 June 2016 - 09:59 AM
The second thing I would do is to keep the Saddle (D5) but have the train tunnel blocked off by debris or does not branch right out under the platform (just the right side tunnel).
#3
Posted 23 June 2016 - 07:39 AM
By having it two large areas on either side of the pass, it would stop the nascaring and likely force fight to one area with scouts and quick mechs moving about for flanking.
Edited by Syrkres, 23 June 2016 - 07:40 AM.
#4
Posted 02 July 2016 - 08:47 PM
Using fix battle map for orientation was jumping east to west into D6. There's a square building in SE quad. Landed on curved part of roof directly in front of what looks like solar panels facing me closest to east corner.
It registered as roof as far as I didn't go into building. But never registered as ground as my jump jets never recharged either. Any speed change would show up on meter but feet fixed to roof surface.
Bad programmer! Bad! (sprits)
#5
Posted 03 July 2016 - 11:54 PM
Alternative is move the starting points for that side again, two would need to be a lot closer to the saddle, as currently only lights can make it, and the only other approach is through the tunnel, where your limited to how many can stand side by side.
The fact that one of the good sides satelite bases is on the island across open water, also makes it harder for the tunnel side to add time on to the other teams clock
If for some technical reason, it cannot be moved, then the whole mode should be taken out the game
#6
Posted 04 July 2016 - 12:43 PM
Cathy, on 03 July 2016 - 11:54 PM, said:
Alternative is move the starting points for that side again, two would need to be a lot closer to the saddle, as currently only lights can make it, and the only other approach is through the tunnel, where your limited to how many can stand side by side.
The fact that one of the good sides satelite bases is on the island across open water, also makes it harder for the tunnel side to add time on to the other teams clock
If for some technical reason, it cannot be moved, then the whole mode should be taken out the game
It can definitely be moved. Remember that they moved the one on Alpine Peaks a while back.
Crimson Strait does have the glaring issue of high ground advantage. I think a concept of attack and defense is nice, but for Domination, not being able to take your time to get to the high ground is a huge problem.
As a suggestion, seeing it in the city near that area could be interesting. I don't think there's a single dish in such a huge urban setting. It might be chaotic and probably brutal to anyone not a brawler, but it's equally brutal to both teams (drop decks aside), and could make for some interesting chaos.
#7
Posted 06 July 2016 - 12:19 PM
#8
Posted 21 December 2016 - 02:56 AM
#9
Posted 04 January 2017 - 05:32 AM
At least with a Battlemaster.
#10
Posted 05 January 2017 - 11:09 AM
Since patch, this has been constant saddle pushes. Very difficult to predict and defend since almost all of defending team is on other side of mountain.
#11
Posted 05 January 2017 - 11:40 AM
But enough to get stuck.
Even with the old location, pushing saddle and capping base was instant win against all the teams that decided to go through the tunnel or along the east side of the mountain to the platform as a whole.
#12
Posted 06 January 2017 - 12:27 AM
The problem? One of the things that makes this map interesting is that it is far from symmetric. Unfortunately, that also means that many arrangements are very advantageous for one side or the other, even with (in some cases because of) the recent changes to it.
I suppose that even if folks are only subliminally aware of the potential imbalance, they have hope that it will be in their favor? I take the opposite position, I'd rather not risk be disadvantaged, so I tend not to vote for it.
#13
Posted 09 January 2017 - 03:56 AM
Edited by TypicalDogAct, 09 January 2017 - 04:05 AM.
#14
Posted 16 February 2017 - 04:03 PM
#15
Posted 12 March 2017 - 03:32 AM
#16
Posted 02 April 2017 - 05:30 PM
#17
Posted 25 April 2017 - 11:40 AM
It's about the only way I can think of to make Domination mode interesting on this map.
Obviously the spawns should be equidistant from both cap zones.
#18
Posted 28 April 2017 - 03:14 AM
#19
Posted 29 April 2017 - 11:32 PM
Using a color-calibrated Dell U2711 monitor and stock gamma settings, so it's not on my end. This is the only map with this issue.
#20
Posted 16 May 2017 - 06:07 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users