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Thread: Fiorina - Science Annex feedback thread

  1. #11
    Senior Member LynuahSororitas's Avatar
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    Beast map, make more like them, CORSAT and Sorokyne. They are the best for immersion and flavour while also having a giant map to operate and plan on both sides alike.
    Captain Elzbieta Brygida





    Then He said, ''I was beaten'', not ever ''My men were beaten''. For there is no audacity without the willingness of those who serve.

  2. #12
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    This may be partly influenced by the fact that there is no meta strategy for this map yet but form a CO player, this map is totally awesome. It has many ways to flank or reposition and the LZs are just in the right places in my opinion. It opens the possibility for diferrent tactics and maneuvres that would be impossible on other maps.

    More maps like this please. +1

  3. #13
    Senior Member Critilius's Avatar
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    Solid Map +1 up next is ICE redesign
    Aden Cooper


  4. #14
    Junior Member ProBonoDrono's Avatar
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    no, Ice is cursed so that any attempt to remake it fails early on and causes the dev/devs attempting it to disappear forever
    so it's kind of like Space Station 13
    Ike 'Urkel' Jameson - Young goggles-wearing nerd who barely passed Basic, just wants to go home to his impoverished Georgian suburb and collect a pension.
    Bret 'Locomotive' Cohen - A big guy for you and a big brother to all who's also in a perpetual dirty bulk.
    Rupert 'Spice' Ahmadi - An extraordinarily bellicose young man, even by Marine standards, who's in over his head but is yet to realize it.

    Also that healer drone who is always chasing you.

  5. #15
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    So, after playing a while on this map, a few things pop up to me, a fobbit:
    1: xenos still aren't restricted in regards to weeding/building at/near the LZs
    2: you can't do anything to the walls around the LZs for sure (solid walls, windowframes you can deconstruct), can't place C4, place those posters you find, or deconstruct them
    3: LZ1 kinda suffers the same as LZ1 on Solaris Ridge, it's almost too much area to FOB. Free cades as we drop are nice, however.

  6. #16
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    It's not obvious enough when an airlock door is open and when its closed

    Both LZ's are impossible to cade up and defend - LZ1 has 4 different flanks when marines struggle with even holding 2, let alone 3. LZ2 needs 2/3rds of the area around the LZ to be caded which will never happen until over an hour into a typical round.

    The amount of cades in general needed to secure either LZ means you can just completely forget about cading anywhere else on the station - and even if you try there are so many flanking routes you'd have to dedicate too many resources to it. This map is like it was designed around marines having 10x the number of engineers and mats than they have in reality.

    This map needs fewer open routes - add some more walls to funnel xeno and marine players but make flanking routes possible with some quick thinking. Prison 1 is great for the new MG kit with C4 to open up new routes and some of the solaris changes are good in this regard as well. Force some of the flanks to require actual time and effort to use instead of already being open from the start.
    Last edited by Boersgard; 03-03-2021 at 04:23 AM.

  7. #17
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    is it possible to make the side chokes in yard not one tile wide? just 2 would be good. its like impossible to push as marines
    Felicity Bringh

  8. #18
    Moderator Fortelian's Avatar
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    Firoina is nice but I just don't find it as fun as prison. That may just be because it's a new map so I'm not super great at moving around in it, but it just doesn't feel the same.

    (There's my feedback that is not helpful or informative in any way)
    Salvador Kepplinger - President of Andorra
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  9. #19
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    whythesehallwaysarebad.jpg

    case in point why these hallways are bad
    Felicity Bringh

  10. #20
    Senior Member Pigeon's Avatar
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    Something is off with the map, it just every round with this is rapid collapse of marines and 12:30-12:40 LZ push. I think it doesn't have a strong enough 'go here' route and instead marines usually split up and get defeated in detail. Might be too open and flanks too easy to pull off for aliens?

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