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Remove/redesign 4-way Uranus Defense (Stephano/Neo Fissure) map


Ceaseless_Watcher

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The old map for every defense mission on Uranus (Stephano for regular play, and pretty much every Neo fissure defense map) is way too clunky:

* Level geometry is easy to get stuck on as player, and even easier for the AI
* AI gets lost and takes ages to reach the players
* The level has at leat 3, and up to 5 vertical levels, depending on the map portion
* The 4-way switching between defense objectives makes no sense, and means players are artificially forced to kill enemies and subsequently scatter loot all over the map, meaning there is no real sense of progress

The result of the design of the map is that defense missions (the mission type the map is supposedly made for) take anywhere from 8-15 minutes per 5-wave roation as opposed to the 5-6 minute rotation speed of well-made maps. The large size of the map means no area-based attacks or buffs can reliably cover enough enemies or the whole squad, making them less effective and less fun as a result.

Please DE, remove/heavily redesign the map in question! It is more annoying than enjoyable.

The same goes for an Earth (Lith/Lith fissure defense) map as well. It is the one that shares the central structure with (an also not optimal but not as annoying) Mars map, also used for defense missions. It's large, clunky, slow, and confuses the AI. Also also, the large, square Venus/Pluto defense map with a huge middle area that is 60 feet lower than the reast of the map.

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Defense missions have become more and more frustrating to play every time DE nerfs abilities by adding a line-of-sight requirement for them to deal damage.

One map you forgot to mention is the Corpus ship defense tileset. There's a lot of vertical space enemies struggle navigating through, AND if the enemies spawn in the room where the players start at the beginning of the missions, sometimes the room can be too far enough from the defense objective which leads into enemies not being hostile against the players or the objective and instead just stand stuck at their spawn point.

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14 hours ago, Lutesque said:

There's no need to Remove it... I Abort as soon as I see I got The Wrong Tile....

Sometimes it's impossible to get the other one ><

At least Lotus tells you whether to abort or not as soon as you spawn in

"blah blah embryonic fluid injector" yay!

"Our position has been compro-"

(ESC > leave) lol

Yes though this map is sort of awful. Even on interception, when you can have one side basically get no enemies in it but someone has to stand around doing almost nothing because eventually a stray enemy will find a tower and everyone else is on the other side having fun!

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