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Post by n7vorcha on Jul 21, 2017 11:30:55 GMT
What's the verdict on these new maps then? Personally I'm not a fan of the one from last weeks Apex mission. I think it is far too open, too small and just doesn't flow. I think Firebase Nimbus on the other hand fits the game very well; it's a large map with the best verticality of any in the game so far and I think it will be a lot of fun on Platinum.
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Post by Uchimura on Jul 21, 2017 11:37:31 GMT
I enjoy Nimbus. Vertigo seems like it could be the hardest map.
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Post by misguidedworm7 on Jul 21, 2017 11:46:04 GMT
Vertigo feels like it will be a campy map, where you use the raise cover area at the far end from spawn to hunker down and shoot wave after wave as they amble up towards you. It's not bad from that perspective, basically a really big version of the firebase zero lane. And while I was playing on it I never encountered any central objectives that were so completely undefensible as some on other maps. I expect to hate the map by virtue of playing it 100 times in as many games when it becomes standard.
Nimbus is awesome, lots of segregated rooms, all sorts of vertical options, I feel like it's the first map really made for jetpack movement. The only issue is that when the game is laggy and you can't jump properly getting around the map becomes something of a nightmare. Otherwise 5/5
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Post by n7vorcha on Jul 21, 2017 12:00:32 GMT
Vertigo feels like it will be a campy map, where you use the raise cover area at the far end from spawn to hunker down and shoot wave after wave as they amble up towards you. It's not bad from that perspective, basically a really big version of the firebase zero lane. And while I was playing on it I never encountered any central objectives that were so completely undefensible as some on other maps. I expect to hate the map by virtue of playing it 100 times in as many games when it becomes standard. Nimbus is awesome, lots of segregated rooms, all sorts of vertical options, I feel like it's the first map really made for jetpack movement. The only issue is that when the game is laggy and you can't jump properly getting around the map becomes something of a nightmare. Otherwise 5/5 Yeah I pretty much agree with this, although I don't think running and hiding is going to be as easy as on Zero, particularly with enemies like the blaze hydra. Save
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Post by jadedragonmtr on Jul 21, 2017 12:05:45 GMT
Vertigo feels like it will be a campy map, where you use the raise cover area at the far end from spawn to hunker down and shoot wave after wave as they amble up towards you. It's not bad from that perspective, basically a really big version of the firebase zero lane. And while I was playing on it I never encountered any central objectives that were so completely undefensible as some on other maps. I expect to hate the map by virtue of playing it 100 times in as many games when it becomes standard. Nimbus is awesome, lots of segregated rooms, all sorts of vertical options, I feel like it's the first map really made for jetpack movement. The only issue is that when the game is laggy and you can't jump properly getting around the map becomes something of a nightmare. Otherwise 5/5 Spot-on assessment. I must say whether we like these new maps or not, the re-utilizing of SP maps has paid off. The player base gets more maps and the devs don't have to do everything from scratch.
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Post by JRandall0308 on Jul 21, 2017 12:20:25 GMT
I vaguely remember posting this on the old BSN.
My opinion about maps is exactly the opposite in tabletop RPGs as it is in videogames.
Tabletop RPGs: I like *big maps*. Poster sized. I want the characters and monsters to be able to re-position, to approach from different angles. I want movement powers and movement blockers (walls, difficult terrain) to matter.
Videogames: I like *small maps*. As small as possible. Any amount of time that I am running towards an enemy to engage them is wasted time. There can still be LOS blockers but the map itself should be traversible in a few seconds. Otherwise it's too big and I am bored.
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Post by paunchycyclops on Jul 21, 2017 18:41:38 GMT
I vaguely remember posting this on the old BSN. My opinion about maps is exactly the opposite in tabletop RPGs as it is in videogames. Tabletop RPGs: I like *big maps*. Poster sized. I want the characters and monsters to be able to re-position, to approach from different angles. I want movement powers and movement blockers (walls, difficult terrain) to matter. Videogames: I like *small maps*. As small as possible. Any amount of time that I am running towards an enemy to engage them is wasted time. There can still be LOS blockers but the map itself should be traversible in a few seconds. Otherwise it's too big and I am bored. Is there any map in MEA that it is not possible to traverse in <6 seconds? Also, the highlight-the-last-three enemies thing does handle some of the problems of a large map.
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Post by JRandall0308 on Jul 21, 2017 18:45:36 GMT
I dunno man, you're probably objectively correct but a lot of maps still *feel* too damn big.
On Zero in the camping spot if the enemy spawns at the LZ, I can make a ham sandwich before they get to me. Or if I try to go to them, we'll pass like ships in the night (ex. I go inside, they stay outside, or vice versa) and I have wasted more time.
On Derelict I can stand on the catwalk and enemies will somehow magically spawn in the far corners of the map where it takes the maximum amount of time to reach them.
On Icebreaker, ugh, don't get started with the roof spawns and how long it takes to traverse the vertical spaces on the map. God forbid you mis-time a jump...which BTW the AI almost never does.
I am an impatient man. In a videogame about blowing up aliens with space magic I want to spend my time doing one thing, blowing up aliens with space magic. Any amount of time I am not doing that is wasted time. Traversing the map, waiting for loading screens, buying shit in the store, re-spec'ing my character for the 10th time because they adjusted how skills work, blah blah blah. If I am not blowing up aliens with space magic I am bored.
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Post by paunchycyclops on Jul 21, 2017 19:30:05 GMT
I dunno man, you're probably objectively correct but a lot of maps still *feel* too damn big. The curse of my academic training. OK, this is definitely a challenge for the next time we play. You are allowed to have the ingredients beside you, but you have to put mustard (or some other condiment) on the sandwich. Eh, I find this not nearly as annoying as when I jump on a roof and the enemy jumps down at the same time, then we each yo-yo back and forth a few times. Yeah, I've spent more medigel up there because teammates can't get there in time than anywhere else. This may be the best thing you've ever said.
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Post by JRandall0308 on Jul 21, 2017 19:44:19 GMT
(1) OK, this is definitely a challenge for the next time we play. You are allowed to have the ingredients beside you, but you have to put mustard (or some other condiment) on the sandwich. (2) Eh, I find this not nearly as annoying as when I jump on a roof and the enemy jumps down at the same time, then we each yo-yo back and forth a few times. (3) This may be the best thing you've ever said. (1) Hahaha, that's hilarious. If I were one of those guys with a YouTube channel I would totally record myself doing that. Even though I would inevitably end up getting mustard all over my controller / chair / self while trying. (2) Jetpacks! (3) Can we try to make it a trending hashtag on Twitter? #BlowingUpAliensWithSpaceMagic or #BUAWSM for short, which sounds like something naughty we shouldn't be talking about in public. "I had a rough day at work but then my friend invited me to play MEA and we BUAWSM'd all over the place." "So you are friends with BUAWSM-fits?"
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Post by Uchimura on Jul 21, 2017 19:49:07 GMT
Eh, I find this not nearly as annoying as when I jump on a roof and the enemy jumps down at the same time, then we each yo-yo back and forth a few times. I do find this annoying.. You can actually force Krogan to give you a parkour performance if you're in the right spot too. They should have a cooldown on jetpacking and cover hopping so they don't look so damn ridiculous.
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Post by n7vorcha on Jul 21, 2017 19:59:57 GMT
I vaguely remember posting this on the old BSN. My opinion about maps is exactly the opposite in tabletop RPGs as it is in videogames. Tabletop RPGs: I like *big maps*. Poster sized. I want the characters and monsters to be able to re-position, to approach from different angles. I want movement powers and movement blockers (walls, difficult terrain) to matter. Videogames: I like *small maps*. As small as possible. Any amount of time that I am running towards an enemy to engage them is wasted time. There can still be LOS blockers but the map itself should be traversible in a few seconds. Otherwise it's too big and I am bored. Is there any map in MEA that it is not possible to traverse in <6 seconds? Also, the highlight-the-last-three enemies thing does handle some of the problems of a large map. I am inclined to agree with this. The high mobility in this game means that the size of the map is irrelevent in terms of finding enemies asap. I guess it is just down to preference and style of play. Also, does anyone remember the map Narrows from Halo 3 (maybe 2)? For some reason the one from last weeks Apex mission reminds me of this.
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Post by n7vorcha on Jul 21, 2017 20:01:36 GMT
Eh, I find this not nearly as annoying as when I jump on a roof and the enemy jumps down at the same time, then we each yo-yo back and forth a few times. I do find this annoying.. You can actually force Krogan to give you a parkour performance if you're in the right spot too. They should have a cooldown on jetpacking and cover hopping so they don't look so damn ridiculous. Nothing is as annoying as that pillar sticking out of the ceiling on Aqua which I seem to hit every god damn time and end up falling in the water.
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Post by derrame on Jul 21, 2017 20:07:48 GMT
i like having new maps i like nimbus more vertigo is designed for the gameply without cover, in MEA the cover is useless , and vertigo is designed to play without cover,
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Post by evhgear on Jul 21, 2017 20:23:23 GMT
I can't speak for Vertigo, I wasn't there last weekend so I don't know how it looks. Nimbus, on the other hand, is quite cool. There's a lot of places to go, the rooms in the back is an interresting spot, multi level floors. It seems thought that the top floor is the best place to go, so lots of stealth class will love that spot.
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Post by poultrymancer on Jul 21, 2017 20:31:58 GMT
Only played it twice, because Silver, but my initial impression is that Nimbus is going to be my new favorite map.
Getting a hack on the low circular platform on the open (spaceward?) side was fun on Silver -- EVERYTHING had LoS on us -- but it's gonna be brutal on Plat. Probably the most unforgiving hack location I've seen in the game. I like it.
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Post by coldsteelblue on Jul 22, 2017 0:05:59 GMT
I'm not too sure on the maps myself yet, only played each one a couple of times, but I would say that my main problem is that they are ripped straight out of SP with only a handful of changes, aside from that, once I've played them a few more times & gotten used to them, I'll be able to form a better opinion.
Just my opinion.
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Post by CHRrOME on Jul 22, 2017 0:41:40 GMT
I really liked Nimbus, it felt clusterfucky at first, but it actually is pretty nice if you play very mobile. I found it easy to find cover or to run away from enemies when they start to butt-fist you.
Vertigo on the other hand didn't feel smooth for me. I was constantly spamming jump because my character was getting stuck all the time, at the same time it's very open in most areas and it's super easy for the AI to camp like pros (hack, I'm looking at you). Didn't like it.
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Post by misguidedworm7 on Jul 22, 2017 14:04:44 GMT
Only played it twice, because Silver, but my initial impression is that Nimbus is going to be my new favorite map. Getting a hack on the low circular platform on the open (spaceward?) side was fun on Silver -- EVERYTHING had LoS on us -- but it's gonna be brutal on Plat. Probably the most unforgiving hack location I've seen in the game. I like it. At least that hack doesn't have enemies spawning on top of it constantly, and things prefer to sit back opposed to just spawn rushing the player. I feel like bioware did a much better job of making the objectives tough, but fair. I didn't come across any hacks, uploads, or devices that were not possible to do without stealth. Zero hacks on that raised area, and that staircase magma hack that you can't stop enemies obsessively jumping into are the objectives that break games, and there were none of those here that I encountered.
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Post by modusmoriendi on Jul 22, 2017 14:44:16 GMT
(1) OK, this is definitely a challenge for the next time we play. You are allowed to have the ingredients beside you, but you have to put mustard (or some other condiment) on the sandwich. (2) Eh, I find this not nearly as annoying as when I jump on a roof and the enemy jumps down at the same time, then we each yo-yo back and forth a few times. (3) This may be the best thing you've ever said. (1) Hahaha, that's hilarious. If I were one of those guys with a YouTube channel I would totally record myself doing that. Even though I would inevitably end up getting mustard all over my controller / chair / self while trying. (2) Jetpacks! (3) Can we try to make it a trending hashtag on Twitter? #BlowingUpAliensWithSpaceMagic or #BUAWSM for short, which sounds like something naughty we shouldn't be talking about in public. "I had a rough day at work but then my friend invited me to play MEA and we BUAWSM'd all over the place." "So you are friends with BUAWSM-fits?" JRandall0308 appears largely correct in his assessment of the time it can take for enemies to cross a map. I tend to get peckish in the evening when I play, so I often bring some sliced bread, bitter and appropriate spreads for those lulls in combat. Ham/lettuce/cheese/ketchup, caviar/mayonnaise, ham/avocado are favourites, usually ending with one sweet sandwich like Nutella or jam. They're not usually pretty, but they are edible and non-messy. The major issue involved is someone, otherwise silent, trying to communicate just as I take a bite, an I'm like "*muffled voice*[expletive]*odd noises* one second *muffled noise* sorry! Say again?"
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Post by kaileena_sands on Jul 22, 2017 15:07:58 GMT
I don't think I'll enjoy Vertigo on Plat too much - it's too open so it will either be super crazy or super campy - everyone hunkering in that room that someone earlier in the thread mentioned. Actually I don't like Vertigo, period. :gentleman: On the other hand, Numbus is pretty well done, lots of verticality, lots of cover, lots of rooms but nevertheless the map can be crossed fairly quickly if need be. I like it, it's seems like a well-designed map so far. But! Both of the maps are super ugly with boring dull colours. I like a bit of prettiness in my maps, a bit of colour - like Paradox or daytime Aqua. Visually, Goddess was one of my favourite maps in ME3 - the bright warm colours and sleek Asari designs. More of that here, please.
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