Re: Hoth feedback and discussion.

oddball-uk wrote:

The scraps in corridors last night were awsome.. one prob ran into hanger 7 no wall jump thru onto ground  you run under whole  map, shoot up thru floors to kill everyone; fix  asap please..

yeah i did that but i was using those slow transports which toppled through the open wall.

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Re: Hoth feedback and discussion.

Got to play a little Hoth today, with about 5v5 to 10v10 people. Yes, the corridor battles are awesome. Don't know how they'll play out with 30 people on each team, but they are very entertaining right now. I think this will be good.

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24 (edited by FSDev| TALON 2008-09-22 04:56:07)

Re: Hoth feedback and discussion.

Okay guys, now that the weekend of testing has drawn to a close I'd just like to thank you for all for participating and providing such valuable feedback. It has already lead to planned tweaks in the layout design for Hoth: Echo Base.

What I'd like from you now in closing is to succinctly respond to each of the points I raised at the beginning of this thread (posted here again for your perusal) so I can clearly see you thoughts on each of these issues.

Thanks again. It's been a fun and informative weekend.

cool

FSDev| TALON wrote:

1) How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?

2) Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)

3) Perform organised defence and assault scenarios on the base's key locations (Hanger 7, Ion Control, Command Centre & the Transport Hanger) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?

4) Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the Medical Centre, Briefing Room & Emergency Exit corridor amongst others and provide feedback on how they play in combat.

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Re: Hoth feedback and discussion.

1.i'd say the layout is about right.But it is a bit confusing,maybe have signs in the corridors to different points?
2.Corridors were def lots of fun and im sure will be even better when there is more cover
3.i didnt really fight much anywhere apart from leading up to Ion Control so cant comment on other CP's
4.Again didnt really stay in these areas
One thing i would like to see dont know if its possible to?is to be able to zoom in more on the mini map because the cp's are so close together it makes it even more confusing if u cant properly see your way on the mini map

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Re: Hoth feedback and discussion.

Another thing is that I saw a lot of grenades flying back and forth in the hallways, so might it be an idea to reduce the Trooper's number of grenades and perhaps the Support player's number of mines to 1 (mines could be removed altogether for this map, come to think of it)?

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Hoth feedback and discussion.

FSDev| TALON wrote:

1) How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?

2) Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)

3) Perform organised defence and assault scenarios on the base's key locations (Hanger 7, Ion Control, Command Centre & the Transport Hanger) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?

4) Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the Medical Centre, Briefing Room & Emergency Exit corridor amongst others and provide feedback on how they play in combat.

1) Size of the base seems quite good, spacious yet condusive to decent firefights. Lots of area's of interest, I like the differance in CP layouts, some are out in the open with others in tight confines or medium sized rooms.

2) See above tongue I loved the corridor fights, could so quickly go one way or another and many times we would push forward only to find ourselves being beaten back as numbers dwindled. Really helps direct firefights to give a sense of purpose as each kit finds a use. Teamwork really will be key here, particularly when it comes to laying down shields, ammo crates and spawn beacons. As for the fun factor, hell yeah!

3) Main areas i found myself were the two hangars or ion control/corridor.  Both hangars I like, its  pain in the pie trying to defend two approaches and co-ordination and communication are again key. Ion control is awesome. Love fighting in that corridor, great to see a concentation of forces focused in one direction so that you can sneak and surprise them after a while.

4) Again, only focused on the area's above, other than sweeping minor side rooms VERY occasionally. Sure, it can seem complex navigating round, I think improving mini map will help here a it just doesn't zoom in enough right now. I can see where some people may get frustrated if they dont have experience of it.

Do NOT limit nades or mines. If everyone is going these kits then sure we have a problem, but if everyone is going these kits they need kicked tongue You get 2 nades per kit (except support, those are detpacks not nades, they dont throw far. Curses on those that kept dropping them in their own squad thinking they were throwing a nade out.), thats not a lot and requires judicious use to get full advantage. The only nades that are more effective are medic ones as they have wider damage area and can at least affect through a shield.

Nades can't be restocked, and on a full server (ie 64) chances are your going to be fighting off more than one advance and from more than one lcoation. The only reason they proved so devastating (at times) int esting is because WE directed where the action would take place. More effective were ewebs, lets take those out too.

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Re: Hoth feedback and discussion.

On a couple of occasions lat night I got lost...all corridors seemed the same....

all weapons seem ok..teamwork though is essential in the corridors...as leader i placed a few e-webs and was dismayed that none of my squad would place a shield over it so we were beaten back quite easily...so gameplay was intense and fun...if this is gonna be a push..then most of the round would be played in the main corridor...unless there was a second attack route (haven't been around the whole map yet so may have missed something

Taff