This thread is intended as a comprehensive area for any and all constructive feedback of the new map Tyrargo Rift.
All feedback is valid and I will read all of it.
This thread is intended as a comprehensive area for any and all constructive feedback of the new map Tyrargo Rift.
All feedback is valid and I will read all of it.
Guess I’ll start. Two points.
I think a brief minute or two for the army survs to get situated before the AI drones come in would be helpful. It shouldn’t be too long, but loading in and immediately seeing a drone rush you is probably gonna tweak some people out.
I’ve noticed some of the map structures, notably the engines, have misleading hitboxes where it looks like the xenos can pass through them but only ends up blocking them.
Ditto, except I think the sheer amount of AI drones is overwhelming when paired with the rest of the hive. Maybe make it scale with pop, if it already doesn’t?
For synth survivor, you miss some essentials. No health analyzer is the first, nor with a blowtorch. I’d say dìtch the drop pouch altogether(?)
More feedback on equipment and map will come as I keep playing it
We do NOT like multi Z
The absolute piss poor state the hive is in you bassicly can only go into the sewers and set up there since the amount of fire you can take from the ground to the 2nd floor from m4ae2s,m56ds,m2cs will INSTANTLY kill anyone
for further comments, mind you that multiz balance is separate from map balance, I have pr up that does osme QOL and balance changes to climbing ready but it did not have chance to get added (and I have no idea if it will be aproved). But this was round when, for once, I did enjoy frontline combat
The fact Marines can shoot up on a higher Z-Level like they’re on the same level, being able to shoot say… 6-7 tiles from an opening is a bit silly. I’d expect the bullets to hit the ceiling or vanish after 2-3 tiles.
The hive start really needs to be completely covered with walls to counter it.
Tracker for LZ seems to always act like you are standing on LZ, seemingly no matter where you are
I think this map works wonderful as a HxH map in the event of an UPP vs USCM operation, considering Steel is currently working on that it makes sense.
But as a HxX map? Absolutely atrocious experience as a xenomorph, being basically funneled into extremely open areas with no proper cover as well as getting reliable shot from every side. The ground floor is probably the worst offender, it’s an open mess yet has enough tiny props to block you from moving properly.
Looks like when you shoot downward in multi-z, projectile goes down only on the last tile, while shooting upward, bullet starts from you position (its much easier to shoot upward than downwards). Also, ability to climb up anywhere is super bad for xenos. Map shouldnt be even considered to be added before some multi-z nerfs.
P.s. also, 10 second stun form jumping down as t3 xenos sucks.
P.s.s. ai drones as first wave looked quite fun.
P.s.s.s. played as spitter and boiler
Incredibly open areas making it very difficult for xenos + very hard to cade (the LZ is a joke to cade).
Very few structures and scavengables so, again, very difficult to cade.
Thats all I noticed as a bravo corpsmen for the 20-30 mins I played.
You cant turn on the SMES at the power plant. which is major downside to intel
Mechanics-wise:
OB and CAS acting funny - ignoring all levels above. Projectiles, fire do land down to lower z levels if it happen to have opening
Oppressors yoink marines standing from roofs without any visible cue (only if you are not looking at prae’s z level)
Ability to gun upwards like if you were standing here feels unusual and not very fair, like if it’s not next floor, but just platform of little height
Map:
Very few sight-blocking structures at main floor.
Most of walls are 1 tile wide
No vehicle stoppers abywhere, tank rolled into underground strip club without problem
Recent playtest was with hive nesting at roofs with core at crash site, with marine major victory
Sewers were flooded way before hive decided to retreat there
two little pointers i’d like to make
first of all the dummy drones seem to slash everything so capping is impossible if one runs up and instakills the guy you spend half of surv time trying to cap, not super nice, they could maybe use the PVE cap AI? it seems to work pretty well ^^
Secondly, although right now because multiZ is still new and a majority of marine players do not know to look up to shoot, the fact that a good amount of xeno abilities do not work flat out (anything that is not a projectile like abduct, scissor cut, impale, flurry or fling) means that any stairs or ledges are immediately human sided since they can shoot while most non projectile based xenos cannot do much!
all it would need is for them to function between Zs because once marines realise they can shoot all the xenos gawking at them then its over for any chances xenos have for pressuring stairs on offense
From what I observed, it feels like the underground z levels are too isolated that they just become irrelevant, and the lack of way for marines or xenos to take advantage of those feels underwhelming. Main focus should be above ground, but if youre xeno, its hard to take advantage of those unless theres a burrower making tunnels, there should atleast be some way to connect these different areas where both sides can take advantage of like maybe a breakable boulder with c4 or diggable path with shovels or some sort of map interaction that allows these underground levels to connect and be relevant for both sides
The aboveground in my opinion just sucks, getting shot from above and having to climb up in a cramped space can feel overwhelming if theres not enough marines and make it impossible to push, on top of that with xenos having some sort of ability to push or knock people out, its so punishing to fall down. On top of that, it feels off when OBs/CAS/Mortar just doesnt work on the second floor when it should because its not underground.
As for the main map itself, its pretty good, its spacious enough but is weedable so fortifying is possible, and not too tight that its hard to move around as marine, and the map is not too big its a pain to explore.
So my suggestions are make the underground part more connected with each other.
I love the map, but I think it should play around more on its underground level more. The sewer map interaction is awesome and encourages playing with the map objectives, but it really should interact more with the rest of the map by being more relevant, make it somewhere where fights can also be relevant.
I got pounced by a lurker from lower level to upper level, with no counterplay (buck doesnt work ^^) and then he pushed me off it while in stun which broke my two legs (the lurker itself gets no punishment for falling) and then he proceeded to break 3 more bones while I was stunned for 6 seconds. When someone came in an PBd him, the lurker simply pounced to upper level and chilled there for 30 seconds while people had to take stairs.
He repeated this throught the whole round with multiple people bcuz theres no walls to block him in some upper level buildings ^^
My thoughts:
Squad lead trackers should be adjusted to indicate levels if they’re intended to have any utility moving forward. They were not very useful.
I think double broken legs on fall is goofy. People fall in inconsistent and unpredictable ways. Damage should be more randomized and possibly lessened if the Xenos aren’t going to have more significant penalties. Broken arms from trying to slow your fall or broken torsos from a fall on your back and cracking your ribs is just a punitive but not quite as consistent. Having nearly the entirety of the Marine force shuffle forward to victory on twin splinted legs is very silly to me.
I don’t have good advice on how to implement this- but a lot of the time I struggled to find just the right spot to look up and find the balcony within the building. I think more clear map language could help.
People/xenos on upper floors should benefit from being in defilade in relation to targets beneath them. There really was no benifit to xenos being on catwalks other than Marine lack of situational awareness.
I think some subtle indicator (like a shadow) that something is above you would be nice- though it should be easy to miss in large engagements (think cloaked lurkers or hugger traps). We aren’t after all totally sense-blind to things above us.
All the Army Ranks (except the Major) that I saw were wrong. E2 is Private and Lance Corporals/Gunnery Sergeants do not exist
Orbital Fire and CAS being single-level is a bit weird. It would be pure soul if you could just totally knock down buildings.
For me, this choke at the north side of the map felt needlessly brutal to take as marines. Maybe making it wider, giving some sight lines to shoot/see down, or prohibiting resin constructs could make it feel better. A drone with an egg morpher was able to numbers on the marines from here
Edit: I was looking at the other tunnels on the west side of the trenches, and maybe making it shorter like them could help make it feel better too
Me when I fall off the edge: broken bones, bleeding, 5 second stun.
Xeno’s: Cool Fucking Flip.