PDA

View Full Version : Disappointed (again) in Esamir Revamped


harbingerxy
2013-07-26, 06:46 PM
Once again I'm disappointed in the designs that were thrown into Esamir. All the bases are so close to each other. By the time you've retreated to your previous base, the enemy is already there with their tank zergs. Give us some space!

On top of that, the walls are just plain terrible. Walls are a great idea, if they actually function like walls should! You know, being able to walk on top of them, defend from there. Now we just have this high useless walls that prevent defenders from actually defending their base. It becomes a deathmatch inside the outpost, instead of a siege.

I'm not unused to being disappointed with SOE base design, but meh...I was excited for walls. Why can't they just take a cue from the Stronghold on Indar? That outpost should be the model for all outpost. Defendable walls, not too big, tons of fun.

WSNeo
2013-07-26, 08:08 PM
Once again I'm impressed by the designs that were thrown into Esamir. All the bases are so much fun. By the time you've stomped the enemy out of their base, the enemy is already back for more with their tank zergs. Give more certs please!

On top of that, the walls are just plain badass. Walls are a great idea, they actually function like walls should! You know, being able to prevent tanks from shelling us from 500 meters away, now bases are defensible! Now we just have this wall that encourage people to get out of their tanks. It becomes a base that we can actually push back attackers and that encourage players to stay and fight.

I'm not here to whine about SOE base design, but MAN...I was excited for walls, and now I'm ECSTATIC that some of the base designs are unique and the level design devs, after all of their hours of hard work, are pulling it together and starting to get generally positive feedback from the players, given how difficult it must be to build these these (I mean, it's not like the players expect this to be easy, right?). I also appreciative that they just didn't copy and paste the same shit from Indar, you know, like The Stronghold? That outpost is fun and all, but definitely should not be a model for all outpost, since it's built around it's geological location. Even if you did, the players would whine about it regardless, and write posts about how they might be "disappointed".

Keep up the great work guys, Esamir is a BLAST!

These guys think so as well!:

http://www.reddit.com/r/Planetside/comments/1j4ctm/well_done_soe/

http://www.reddit.com/r/Planetside/comments/1j3d26/well_i_didnt_think_it_could_happen_again_but_the/

http://www.reddit.com/r/Planetside/comments/1j3g5f/the_new_esamir_map_really_makes_light_assault/

http://www.reddit.com/r/Planetside/comments/1j1npu/i_love_the_new_vanu_weapon_sounds/

Sledgecrushr
2013-07-26, 08:22 PM
I love new esamir. The fighting is so brutally intense. I am totally having to change my gaming style to try and compete in this new environment. Thank you SOE great job!!!

camycamera
2013-07-26, 08:41 PM
i love new esamir as well. you can clearly see that they designed the base specifically to keep vehicles out.


and Higgles said that the walls (as awesome as they are) are probably going to have catwalks on top of them at a later date.

Levente
2013-07-27, 01:56 AM
fail thread. new esamir is awesome

Chowley
2013-07-27, 03:26 AM
Once again I'm disappointed in the designs that were thrown into Esamir. All the bases are so close to each other. By the time you've retreated to your previous base, the enemy is already there with their tank zergs. Give us some space!

On top of that, the walls are just plain terrible. Walls are a great idea, if they actually function like walls should! You know, being able to walk on top of them, defend from there. Now we just have this high useless walls that prevent defenders from actually defending their base. It becomes a deathmatch inside the outpost, instead of a siege.

I'm not unused to being disappointed with SOE base design, but meh...I was excited for walls. Why can't they just take a cue from the Stronghold on Indar? That outpost should be the model for all outpost. Defendable walls, not too big, tons of fun.

Unfortunately I have to agree, i wish there was more space between outposts, also the walls are just meh, as you said its like a deathmatch, a lot of them are just meatgrinders, its why i hate biolabs.
But overall, i love the redesign from an aesthetic point of view, there is far more character, skydock or whatever that base is called looks amazing.

I just wish they would leave Amerish as is now.

LeilaniRock
2013-07-27, 03:57 AM
I love new esamir. The fighting is so brutally intense. I am totally having to change my gaming style to try and compete in this new environment. Thank you SOE great job!!!

This \o//!!

To Op:Why do people have to whine about all and everything in this game??



Sent from my iPhone using Tapatalk

Tycho
2013-07-27, 04:52 AM
New Esamir is awesome. I love what they have done with the bases. Real walls and defenses. It's a whole new play style that is intense and fun. Thank you Planetside team for getting this one right.

ringring
2013-07-27, 04:55 AM
I agree on the distance thing and the links of the lattice need a bit of work, but overall it's good and the bases are great. And it is forcing a playstyle change.

harbingerxy
2013-07-27, 09:57 AM
New Esamir is awesome. I love what they have done with the bases. Real walls and defenses. It's a whole new play style that is intense and fun. Thank you Planetside team for getting this one right.
Real walls would be defendable. This just block sight for both defenders and attackers.

ChipMHazard
2013-07-27, 10:19 AM
People are allowed to dislike the changes done to Esamir without having others make unconstructive comments like "Fail" and "You're whining".
Edit: To put it in another way: I don't care if people agree or disagree with someone else as long as they remain mostly constructive.

harbingerxy
2013-07-27, 10:31 AM
People are allowed to dislike the changes done to Esamir without having others make unconstructive comments like "Fail" and "You're whining".
I know, right? I think my complaints are legitimate, namely that bases are too close and that the walls could use catwalks.

Sledgecrushr
2013-07-27, 03:15 PM
I dont think catwalks are a great idea except for a couple of bases near your warpgate. The problem I see is the ability of infantry to destroy vehicles with less risk if there were catwalks. Its already pretty tough out there for ground ehicles.

Artimus
2013-07-27, 04:34 PM
I hope Esamir is the only cont. that holds that style of base design. dont get me wrong I love it . I just hope all the cont. have a unique style to their bases.

Taramafor
2013-07-27, 05:01 PM
I dont think catwalks are a great idea except for a couple of bases near your warpgate. The problem I see is the ability of infantry to destroy vehicles with less risk if there were catwalks. Its already pretty tough out there for ground ehicles.

I've noticed that most fights are won by the side that has vehicles. So I have to agree with catwalks. Besides, it's not like it's an unreachable overpowered defense tactic. Catwalks are narrow and so therefor a good spot for snipers to keep an eye on. Right now it's a case of vehicle zerg storming a base and winning before the other side gets a chance to even fight (when the side with vehicles storms a base).

As for Es, I can't really say much as I hardly been there in the past. There are some good bases to fight in though that aren't the same old bio labs/tech plants (eg: same old place in a different season) and that's been fun. I suppose all I can say is keep up the good work with making bases different in different places.

DirtyBird
2013-07-28, 01:34 AM
Octocrown ftw. ;)

Stanis
2013-07-28, 07:22 AM
Faction 1 spawns here. Faction 2 has a garage neatly place there.
The bases are a counterstrike map. Two teams starting on opposite sides of a deathmatch arena.

What I'm dissappointed with is the base designers that put rocks and walls around the spawns in such a way that the enemy can usually get a sunderer 'just the other side' and line the high ground around the spawns with infantry.

Echo Valley Substation is the example that springs to mind.

What's worse is that most bases are surrounded by some form of high ground. Making it very easy for either an infantry force to sit above the base and destroy all air/armor.
(The defenders unable to sally out).
Or the attackers to make a firing line and arc shells into the base.

Aurora Materials.
The Octogon.

Then they've put gaps in the walls for doorways. Narrow and baffled so vehicles cant fit or find a LOS through them.

Wherever the defenders might actually have an advantage with these - they didn't put in one. They put in 4.
Then put rocks in position that the attackers can also use to get up and over the walls.
It's very much a "east is defenders/spawn room" v "west is the attackers sunderer".

Esamir is an interesting diversion because it's a new fight.
But it's longevity will wane - as outfits learn all those tricks for getting over or subverting walls they become a liability.

Finally, the lattice is reduced to approximately 3 lanes. With key bases being Saerro, The Octogon and Esamir Munitions.

One of those three is a single tower. Surrounded by high ground the enemy can shell from. It has three capture points. There is a sunderer garage next to point B which is fairly close to the tower.
And a sunderer garage way over at 'C' which is up a hill where the enemy pushed in from.

It's a downright annoying design for a base.
Start putting bases ON the high ground. Give us clear space and arcs of fire from defensible locations.

Make the attackers fight to take the surrounding territory. Then a tower. Then the walls. Then push into a facility itself.

Right now it's turn up with a sunderer and team-deathmatch in the hex starts.

Figment
2013-07-28, 07:28 AM
On top of that, the walls are just plain terrible. Walls are a great idea, if they actually function like walls should! You know, being able to walk on top of them, defend from there. Now we just have this high useless walls that prevent defenders from actually defending their base. It becomes a deathmatch inside the outpost, instead of a siege.

As usual, "I told you so."


:p

Methonius
2013-07-28, 03:07 PM
I agree that most of the esamir changes are bad ass. The base layouts are really unique and fun.

Constructive Criticism:

Only have a few critiques they could enhance.
-Catwalks in some spots on bases, would definitely create more fun to help prevent zergs of tanks encircling the bases like I've seen so many times.
-One way shields should be put near vehicle pads that have those small window ports, so friendlies can come get into your vehicle.
-Maybe add one underground tunnel to some of the bases that goes underneath the walls and comes up inside the base. There was one base I forget what it was called. But it had a massive cliff side to it. If there was a back cave entrance into it. That would be the coolest thing ever.

moosepoop
2013-07-28, 05:28 PM
the new walls are OSSUM, but I would like to be able to walk on them.

Roderick
2013-07-29, 08:39 AM
I love the new Esamir and finally feel like the game is making steps in the right direction. Especially with unique base styles and walls.