Also the Hazard for FB London should be a congestion charge for entering the center of the map.
Hazard levels and Level Changes - Question and Answer
#551
Posté 22 octobre 2012 - 08:52
Also the Hazard for FB London should be a congestion charge for entering the center of the map.
#552
Posté 22 octobre 2012 - 09:23
#553
Posté 22 octobre 2012 - 10:59
Modifié par IntelliMoo, 22 octobre 2012 - 10:59 .
#554
Posté 23 octobre 2012 - 01:21
So, Jos, add my name to the growing list of folks that would dearly love all hazard maps be made permanently available after y'all have had your fun with this 2-at-a-time weekly rotation stint.
#555
Posté 23 octobre 2012 - 01:32
#556
Posté 23 octobre 2012 - 04:37
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.
The Salarian Engineer is even more powerful than before. The decoy still draws a crowd. Only the melee characters are unaffected by the decoy. Incinerate plus Enegry Drain equals fire explosion. The fire and cryo explosions have been tweaked so the they activate more like biotic explosions. Fire explosions are highly useful against the Geth Bombers, Geth Pryos, Reaper Brutes, Reaper Ravengers, Reaper Banshees, Collector Scions, Collector Pratorians, Cerburus Dragoons and Cerburus Turrets. Anything with armor will die screaming after a few fire explosions. Engineers where actually the least used class before the Retallation DLC.
#557
Posté 23 octobre 2012 - 09:36
An English Gamer wrote...
Can you take away "normal" Giant instead? Because what you have at the moment is not so much a hazard as an all round better map
The extra screen shake if you're trying to sniper-scope is annoying. This dosent happen on normal-Giant, so no, please leave both.
#558
Posté 23 octobre 2012 - 10:06
Also I have some ideas for new hazards for the rest of the maps;
Rio: A Thunder/ Electrical storm with lightning strikes.
London &/or Condor: Mortar strikes or bombing /strafing runs.
Hydra: Flooding
Goddess: Indoctrinated asari commandos.
Jade: Escaped Test Subjects (i.e. Varren attacking, pijacks stealing ammo, Yahg rampage, or Klixen.
#559
Posté 23 octobre 2012 - 11:15
#560
Posté 23 octobre 2012 - 11:22
I'm really going to miss Hazard Ghost particularly, so yeah, I'll say once again that I really hope they can open up all of the Hazard maps for selection in the future.
#561
Posté 23 octobre 2012 - 12:33
#562
Posté 23 octobre 2012 - 02:18
Hydra's damn could burst upon mission failure. That would be interesting.Der Ivan91 wrote...
I really hope that after this week they put out ALL six hazard maps at once and get to work with the DLC maps- just imagine FB Hydra as a hazard one
#563
Posté 23 octobre 2012 - 03:35
#564
Posté 23 octobre 2012 - 03:58
#565
Posté 23 octobre 2012 - 04:46
#566
Posté 23 octobre 2012 - 04:58
#567
Posté 23 octobre 2012 - 05:43
FinNapalm wrote...
Acid Rain did make map so much more fun. Cerberus Nemesis or Phamton did loop its "no shield crys", and looks like they where stuck in one place waitting for shield to regenerate(easy kills).
Shhhh, Don't point that out, they might see it as something they need to "fix" and right now listening to those no shield cry's as you put it might just be my favorite thing in that level. I laughed so hard the first time I realized what was going on.
Seriously though this has changed my opinion of that map completely. I never cared for Ghost (or the reactor) before these hazards were added and now they are almost all I play. It really does add a lot to the strategic side of the game when you have to stay out of some parts of the map at times while being able to use those area's against the enemy. To take two of my most dreaded maps and turn them into my favorites, that's really something. Love it!
#568
Posté 23 octobre 2012 - 06:02
#569
Posté 23 octobre 2012 - 08:27
#570
Posté 23 octobre 2012 - 09:03
#571
Posté 23 octobre 2012 - 09:40
#572
Posté 24 octobre 2012 - 02:00
Firstly, thoughts on giant: giant has and seemingly always will be my favorite map. it has a great design, a great look, and I play on it against every enemy, every difficulty. In fact, if changes were made to it such as white and glacier, I would probably skip the dlc that changed it. As a "hazard map" giant is utterly pointless. That's not to say I don't like the change; I love nighttime, and a darker setting works GREAT with giant, and I fully support having it as a full time, non rotation map. The problem here is, the hazard symbols nex to the name of the map. This map is not hazardous. In fact if anything, it is EASIER to play on. I play at night when I have time to relax, so the dimmer light is a welcome change and my eyes appreciate it greatly. But when you head "darkness" as a hazard, wouldn't you think flashlights? Like that part in campaign on Mars. THAT is a darkness hazard. Even the brightness of the cannons could be made brighter, though I think a darker map is in need to be made. I'm not saying giant itself should be made darker because that has already been denied. So what about another map? Is it too hard to give another hazard varient of glacier with the need for flashlights?
Now onto ghost. Firstly, out of all four hazard maps thus far, ghost is the first map that I feel a true hazard on. The rain can be deadly against shield reliant characters, and pair that with some collector swarms, you could be in some serious trouble, and I like that. I also like the atmospheric change it brings; the reflections of the water and darker sky look fantastic, and I will definitely be looking forward to it coming back. I'm not sure what comments to add here, other than maybe rain damage can vary from difficulty or something, because on platty, it really does nothing to the enemy it seems.
As for some suggestions I have toward future hazard maps(because yes, I love these maps. The ideas make for interesting gameplay and really spice up what are otherwise becoming boring maps for the better)
Vancouver: A harvester could come in and randomly drop reaper troops, no matter the faction. This would happen on any wave, and they would drop right on the open side of the rooftop, causing chaos if they dropped during extraction. or hey, just drop in a harvester, the map could certainly fit it.
Another suggestion for vancouver would be wind. You are on top of a building, so what if a random wind wave came across, decreasing accuracy?
The other map i had an idea for, was london. London is naturally a nighttime map, so change it up to be daytime, but this time BRIGHTNESS is the issue. make the sky extremely bright with sun glare that will make it difficult for players to see enemies. Alternatively, the reaper shooting a random laser is also plausible here, seeing of course that this is essentially endgame in campaign.
Hydra has been suggested multiple times as being "flooded" which would be extremely difficult to do. My thought is, take the best of both worlds. Use the distant thunderstorms as a hazard(thunder could shake screen like stunlock, lighting would be blinding, brighter than cannons on giant) and make rain come down, but rain that floods the pathways, slowing movement speed instead of reducing shields.
Again, all just suggestions I had in mind. Afterall, these maps are for the community, and I think the community having a say can really help create maps that everyone would really like. I'll be back next weekend with my thoughts on white, glacier, and whatever else I may have thought up. Also my fuller thoughts on reactor and dagger, as i never went into detail in those as of now.
Modifié par Toxic White, 25 octobre 2012 - 02:00 .
#573
Posté 24 octobre 2012 - 06:11
#574
Posté 24 octobre 2012 - 06:45
k1ngl1ves wrote...
White Out this week!!!!!!! This should be awesome!!!!!
Yeah!
#575
Posté 24 octobre 2012 - 08:31
Second- Bioware, I love the Hazard maps. Simply love the new element of depth they bring to the game. I would definitely like to see more maps with Hazard variants, as well as the possibility of having more than two hazard maps active at a time. A special "Hazard Only" map filter would be amazing. If I had to choose, on any map- I'd pick the Hazard version just for the added effects. Also might I suggest a slight bonus to credits when playing Hazard maps, it would make doing them feel more rewarding for the extra challenge they bring. (Though, only on the special "Hazard Only" map filter, so you couldn't farm a Hazard that isn't as hard to contend with as the others.)





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