I also love that it forces you to utalize the buildings more in Ghost.
Hazard levels and Level Changes - Question and Answer
#426
Posté 17 octobre 2012 - 12:57
I also love that it forces you to utalize the buildings more in Ghost.
#427
Posté 17 octobre 2012 - 01:02
#428
Posté 17 octobre 2012 - 01:11
#429
Guest_lightsnow13_*
Posté 17 octobre 2012 - 03:42
Guest_lightsnow13_*
#430
Posté 17 octobre 2012 - 04:07
Just played Ghost and Giant hazard maps and I have to say job well done! The rain on ghost was extremely cool and lighting on giant was kinda creepy. It's too bad you can't implement a husk/abomination zombie horde mode for either map for Halloween, that would be awesome!
I did want to let you know that I encountered an odd glitch on giant, not sure if it's map specific but I've never had it happen to me before but I joined in wave two and one of the players names weren't visible and I didn't see any timers for the objectives. Also we had a delivery objective and when I picked up the package it didn't appear on my character. The hack computer also didn't appear when that objective wave came up.
In any case keep up the good work!
#431
Posté 17 octobre 2012 - 04:09
#432
Posté 17 octobre 2012 - 04:31
I think you could create special maps for events only, like Monster Hunter Tri, that have some monster that you can only kill during special week events. This way it gives the feeling that something is uncommon.
#433
Posté 17 octobre 2012 - 04:33
Hope that helps. New maps are awesome!
Halo4 is coming soon. People will already be making a mass exodus for a little while when something new comes out, but if ME3 is buggy and fraught with problems there won't be much incentive to come back.
#434
Posté 17 octobre 2012 - 04:53
Seriously, the rain on Ghost is amazing. I love the idea and how it encourages players to use the interior areas of the map I so rarely see used. I really love the execution of the entire hazard. and while I'm sure I would figure this out on return trips, is the intervals and duration of the down pour random? I sure hope so. The only thing more I could have wanted out of it was to see the enemy take into account the rain, but then I suppose additional AI packages for a single map would have be a bit too much to hope for.
Giant is like, Dagger before it, more atmospheric then an actual hazard. but I must say the map feels much more alive. Although I had to adjust my graphics setting due to the level of darkness, the area's artificial lights and muzzle flashes of the cannons really keep the firebase more then adequately illuminated. While walking around on bronze I actually spotted several things I hadn't about the map before (mainly the large tunnel and the half-cyclical wall that makes up the out rim of the lower area of the map) as well as some of the nice little touches (like the various vents) that really defined the map for me.
#435
Posté 17 octobre 2012 - 04:55
Bandmignton wrote...
I LOVED the sandstorm hazard I got it by surprise and was really excited!
I think you could create special maps for events only, like Monster Hunter Tri, that have some monster that you can only kill during special week events. This way it gives the feeling that something is uncommon.
like a blasted Thresher Maw, lol.
#436
Posté 17 octobre 2012 - 05:41
Giant is nice at night, but unless I'm missing something, it actually don't have a hazard, it just have a new visual, which is cool, but isn't adding nothing new to the gameplay, which I thought was the point of the hazards, anyway, it's a nice addition.
#437
Posté 17 octobre 2012 - 05:47
Jos Hendriks wrote...
Zimek wrote...
How about on Reactor if you won't vent for let's say a minute when the reactor is full it vents by itself contaminating parts of the map like in SP?
No. We tried this, but ended up being unfun.
Unfun to who?
Sounds fun to me...
Noob team running around in the downstairs area...
*Teammates down! Get the heck outta there!*
/Trollface.
#438
Posté 17 octobre 2012 - 06:54
#439
Posté 17 octobre 2012 - 07:44
#440
Posté 17 octobre 2012 - 08:03
Though it would have been neat if they had the windows closed in the inside of the building and cut the sand from coming in, at least when the wind picks up there. But that's just a little nip-pick because of the sand being in the building.
BTW, I love Firebase Ghost's hazard with the rain. The graphics for the water are beautiful, and I love how the ran actually doesn't go in the buildings! You have NO idea how that bugs me in other games, when I'm under a roof and the rain just clips in through it. XD
#441
Posté 17 octobre 2012 - 08:06
Avenged me wrote...
I don't understand why Giant would be consider a hazard level if it's just set to night with no extra features to it like reactor did.
When the night comes, they come aswell...
I like the giant, who cares about it not or being hazardious.
In general, I like these both. Awesome hazard maps!
Modifié par Arppis, 17 octobre 2012 - 08:06 .
#442
Posté 17 octobre 2012 - 09:29
#443
Posté 17 octobre 2012 - 10:03
The other thread got me thinking, is there a chance that you might dim the lighting on Giant some more? I really do love the idea of making it darker, it just seems it'd set the mood perfectly.
#444
Posté 17 octobre 2012 - 10:25
How are we suppose to survive harder level difficultys?!
Here's my idea for a hazard level, at level 10, a Reaper or Harbinger will appear, players must survive 2 minuites or less untill fleet support from orbit arrive.
Modifié par Agent Zoot, 17 octobre 2012 - 10:26 .
#445
Posté 17 octobre 2012 - 10:27
This character is designed for camping behind cover and his decoy. I liked this character a lot before and i liked the old firebase white a lot. With the redesigned maps that discourage camping this character seems pointless to me.
Camping was a pretty good way to earn credits reliably. This is much harder now. If camping isnt intended you should replace decoy with a more useful power and increase the amount of credits rewarded per match.
#446
Posté 17 octobre 2012 - 11:10
ka243 wrote...
Could you please let us know if salarian engineer use has dropped dramatically by users with dlc?
This character is designed for camping behind cover and his decoy. I liked this character a lot before and i liked the old firebase white a lot. With the redesigned maps that discourage camping this character seems pointless to me.
Camping was a pretty good way to earn credits reliably. This is much harder now. If camping isnt intended you should replace decoy with a more useful power and increase the amount of credits rewarded per match.
Making Gold harder and Platinum allmost impossible.
#447
Posté 17 octobre 2012 - 11:23
Agent Zoot wrote...
ka243 wrote...
Could you please let us know if salarian engineer use has dropped dramatically by users with dlc?
This character is designed for camping behind cover and his decoy. I liked this character a lot before and i liked the old firebase white a lot. With the redesigned maps that discourage camping this character seems pointless to me.
Camping was a pretty good way to earn credits reliably. This is much harder now. If camping isnt intended you should replace decoy with a more useful power and increase the amount of credits rewarded per match.
Making Gold harder and Platinum allmost impossible.
Surely that's the point? Platinum is meant to be incredibly difficult - not something to be done just because you can manage to take cover behind one spot and not move. I have done some FBW games where I have literally fallen asleep while playing because I got bored of just sitting and shooting. Love the new changes to it.
Slightly less thrilled about the change to glacier, but only because when running, it was useful to have that slight bit of cover to shoot people in the corridor. If it's possible to push back the crates a bit, enough to be able to get in cover there, I would love it.
#448
Posté 17 octobre 2012 - 11:41
He was further nerfed by making melee creatures ignore decoy.
#449
Posté 17 octobre 2012 - 12:11
Sudden_Death_98 wrote...
Agent Zoot wrote...
ka243 wrote...
Could you please let us know if salarian engineer use has dropped dramatically by users with dlc?
This character is designed for camping behind cover and his decoy. I liked this character a lot before and i liked the old firebase white a lot. With the redesigned maps that discourage camping this character seems pointless to me.
Camping was a pretty good way to earn credits reliably. This is much harder now. If camping isnt intended you should replace decoy with a more useful power and increase the amount of credits rewarded per match.
Making Gold harder and Platinum allmost impossible.
Love the new changes to it.
Well if YOU get board, move out around the map and kill then, most people like to survive, which is basicly what the game is about.
People are in it for the credits.
You don't approve of camping, so what, no one cares.
People like you just moan, moan and moan about camping.
If you was in the army, shooting enemys, are you gonna report to you squad leader that the enemy is camping?
It's war, that's what happens. <_<
#450
Posté 17 octobre 2012 - 12:32
I don't say I don't approve of camping - just that i'm glad we now don't have maps where the default assumption is that it will be camping. On Giant (I think) for example, it's possible to do a bit of camping at the top of the stairs. However, you are exposed on the right so you can get hit easily enough. That I approve of - camping but not a place you can just stay indefintley.
As for being in the army - in case you didn't notice, this is a game; not actual war.
@ka243 - that's a fair point. I'd be interested too. I didn't know about melee charachters ignoring the decoy. Some abilities should probably be revisited. Engineer is one class i've never really played so can't comment much on it.





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