Domination Alpine: The New Placement Is Dumb
#21
Posted 06 February 2017 - 05:59 PM
#22
Posted 07 February 2017 - 07:02 AM
Navid A1, on 06 February 2017 - 12:58 PM, said:
Players: " PGI, apline domination circle placement is so unbalanced, Team 1 is screwed on that map"
some months later...
PGI: "oh ok... here is a fix"
Players: " PGI, you didn't fix anything, now team 2 is screwed"
PGI: "you yourself said that you did not like team 1 being screwed... we listened... you know what, we won't listen to you anymore. You don't know what you want."
Just shows that when you send a complaint to a company, try to have a solution as well.
GrimRiver, on 06 February 2017 - 01:22 PM, said:
Put it on the island or underpass middle and give both spawns equal distance.
I also think they should put the Dom where theta cap is on Peaks and bring back OG spawns for it.
Crimson's problem is not location, it is Lance spawns. One side, Alpha Lance is close to the platforms with Bravo furthest away; other side, Bravo is closest with Alpha furthest away. That's why in Crimson Domination when one side's Lights get to the circle, the other's Mediums/Heavies are there.
Still thinking of how to fix Canyon Assault so people stop rushing to the same corner with 75%+ chance of the same side getting wiped.
Edited by Wildstreak, 07 February 2017 - 07:02 AM.
#23
Posted 07 February 2017 - 07:05 AM
WrathOfDeadguy, on 05 February 2017 - 07:44 AM, said:
Sigh...
That's why Domination is so f'd up on Alpine Peaks and Crimson Strait.
#24
Posted 07 February 2017 - 07:11 AM
WrathOfDeadguy, on 05 February 2017 - 07:44 AM, said:
Sigh...
I absolutely don't disagree. But how can PGI not see the difference in spawn points? When they're programming this **** they have to know where the spawn points are. I'm assuming when they make this circle it's on a digital map of some sorts showing the terrain, buildings, spawn points etc. Maybe I'm assuming too much, but if it's anything like this just using the gift of vision to see where each team spawns should be enough to know it's not going to work. Because as it stands the spawns points are way off.
#25
Posted 07 February 2017 - 07:14 AM
Yeonne Greene, on 06 February 2017 - 05:59 PM, said:
If it were ME designing the map, I'd put the center of the circle in the industrial/storage area in G11, and have one team spawn in K9 and the other team spawn E7. Both teams would be spawning opposite sides of the map, not in almost immediate visual range of each other, BOTH teams would have to run through a bottle-neck, and BOTH teams could take slightly alternate routes that would put them on peaks overlooking the circle, without actually being in the circle.
Another alternative is to place the circle in J5, and have one team spawn in J10 and the other team spawn in E5, but I think one team may have a movement advantage due to terrain, not sure though...
#26
Posted 07 February 2017 - 07:16 AM
PhoenixFire55, on 06 February 2017 - 03:27 AM, said:
In the end a better team still wins, regardless of where the circle is, because just like any other "objective" it is utterly irrelevant.
You call this fixed??? Okay.
I have been on the disadvantaged side and won and the way we won/they lost... I hadn't seen the match go down that we before. I'd also argue the team I was on was probably much better than the team we were against. And we still had to work awfully hard for it.
I'll tell you what, the positioning sucks in of itself. But what frustrates me the most is what some have mentioned - Spawn, walk directly towards the circle not wasting any time and still the enemy has it down to 11 seconds before they're there. Not only that but in my light I've gone to the circle on the crap side, gone up the mountain to look down on the enemy and see what's coming. I see all their heavies and assaults already at the outer ridge of the circle while my heavies/assaults still have quite a distance to go to get where the enemy is. That's ridiculous.
#27
Posted 07 February 2017 - 10:25 AM
xTrident, on 07 February 2017 - 07:16 AM, said:
Look, IKR. Bottom line is same as always ...
You are preaching to a wrong man/people. They don't read their own forums. Not people who make "decisions" anyway.
Edited by PhoenixFire55, 07 February 2017 - 10:26 AM.
#28
Posted 07 February 2017 - 11:39 AM
I'm pretty dam sure almost any one from the forums or mwo community could design better maps but we don't have the tools or distribution of steam's work shop or the nexus mod community.No steam workshop support; another great pgi failure.
#29
Posted 07 February 2017 - 12:22 PM
Wildstreak, on 07 February 2017 - 07:02 AM, said:
Crimson's problem is not location, it is Lance spawns. One side, Alpha Lance is close to the platforms with Bravo furthest away; other side, Bravo is closest with Alpha furthest away. That's why in Crimson Domination when one side's Lights get to the circle, the other's Mediums/Heavies are there.
Still thinking of how to fix Canyon Assault so people stop rushing to the same corner with 75%+ chance of the same side getting wiped.
They could replace tunnel side lights spawn with assaults and by time assaults are on point the rest of the team is already caught up with them.
Most of the time from what I've seen the island side light spawn is on point as the red team's assault lance is just reaching it.
Either way both spawns should be evenly space with no upper hand on one side.
Edited by GrimRiver, 07 February 2017 - 12:25 PM.
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