Post-Launch Prison Station map feedback

Generic, on-topic discussion about Colonial Marines.
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TehSpoderman
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Post-Launch Prison Station map feedback

Post by TehSpoderman » 15 Dec 2017, 17:01

What do you guys think about Prison Station post release? As usual, keep it as civil as possible.

Personally, I think it is better than Ice Colony but not as good as Big Red and LV. Rounds just feel longer there. Defending is pretty cool IMO. I feel like LZ2 is a bit too close to LZ1. I feel like putting it more to the west or even put it to the south would make it feel worthwhile. I usually just forget it though.
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Re: Post-Launch Prison Station map feedback

Post by Gnorse » 15 Dec 2017, 17:25

Map is overall good, and I'd say it's better than Ice but worse than red or LV. One thing that needs to be changed is survivor spawn locations, They spawn nowhere near each other and it makes it virtually impossible to team up.
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Re: Post-Launch Prison Station map feedback

Post by oprayx73 » 15 Dec 2017, 17:36

Up the survivor pop on ALL maps, making prison along with the others much more up to scale with the rest of the population (literally 120+ players, and only three survivors. what?)
The crashed pirate ship is an awesome addition. I reccomend adding some hidden predator tech somewhere aboard being studied, which will give predators on board a reason to be there (they are securing it, etc)
otherwise it's an interesting map that's big, claustrophobic, and has some unique quirks for both teams to interact with.
Cut them xenos up with yer machete! :D

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Re: Post-Launch Prison Station map feedback

Post by Simo94 » 15 Dec 2017, 17:40

map is pretty much underground ice colony minus the ladder/elevator cancer, and it surprisingly does okay that way
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Re: Post-Launch Prison Station map feedback

Post by edda » 15 Dec 2017, 18:28

I was just thinking if CM ever implemented a major atmospherics component, Prison would be a good place to start with it.

But anyways, from a gameplay perspective its size and connectivity means there's a lot of ways for familiar xenos or marine squads to ambush, flank, and whatever. I think gameplay on it is very dynamic compared to on LV or Ice Colony, but not as dynamic as compared to Big Red.

LZ1 is safe and comfy. This may or may not be a good thing, since LZ defense on LV is an interesting part of the game.

I think we're still seeing developing metas on Prison, but so far it seems most of the fighting goes through the same path up north from LZ and all the way west past the large rec hall.

+1 I like.

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Re: Post-Launch Prison Station map feedback

Post by GoliathTheDespoiler » 15 Dec 2017, 18:55

I'm not a fan

Too laggy and the infinitely despicable metarush blocking door. I understand its purpose but I still really don't like it.

Also the weeding is odd.
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Re: Post-Launch Prison Station map feedback

Post by Kneez » 15 Dec 2017, 19:03

I love it, I spent a round, after I learned about xenos + pipes, going around popping pipes and vents, I think i neary cut off the entire right side of the station and caught a few xenos in the pipes I cut off, when i figured out a xeno was in a pipe I popped everyone in a hallway until I gottem. Pretty fun!
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Re: Post-Launch Prison Station map feedback

Post by Heckenshutze » 15 Dec 2017, 20:08

Still better than Ice
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Re: Post-Launch Prison Station map feedback

Post by Renomaki » 15 Dec 2017, 22:44

being a predator on Prison sucks, because it is easy to get trapped into a bad situation and be forced into an unneeded conflict.

The map is also pretty cramped, and while there are some more roomier sections, I feel that the highest population prison could effectively 80-90 players. 125-150 players is hell because everyone is just squeezing through the hallways just to get to a nearby room. And with all the bottlenecks on the station, you can expect a lot of people to get stuck in doorways.

I also feel that shotguns would probably end up being the meta in a map like this, since crushers have a much easier time holding positions here. If you wanna survive, get up close and personal. SMGs will suffer on this map because they rely on more open areas where they can make use of their speed, like LV or Red (to a degree).
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Re: Post-Launch Prison Station map feedback

Post by PerfectDeath » 16 Dec 2017, 03:55

What do you cook with only eggs and milk?

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Re: Post-Launch Prison Station map feedback

Post by GoliathTheDespoiler » 16 Dec 2017, 07:31

PerfectDeath wrote:
16 Dec 2017, 03:55
What do you cook with only eggs and milk?
An omelet?
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Re: Post-Launch Prison Station map feedback

Post by Gnorse » 16 Dec 2017, 07:52

PerfectDeath wrote:
16 Dec 2017, 03:55
What do you cook with only eggs and milk?
Salt
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Re: Post-Launch Prison Station map feedback

Post by Lumi Pharon » 16 Dec 2017, 13:50

Get rid of the timed lockdown, it's just going to lead to a stale meta like LV in time.

If the issue is aliens camping the LZ's or whatever, just make a near station wide lockdown that is permanantly liftable by a button near one of the LZ's (like warden's office).
If the issue is marines rushing aliens and cucking them before they've had time to grow strong enough or whatever, then make them start as mature larva/have a growth speed boost at round start/have a significant area pre-infested like lv caves, etc - IC wise the alien infestation is supposed to already be developed, and alien players only really start as larva so they can choose what to be.

Otherwise the map is pretty great, could be a little more open in some areas, as some parts of the map (like northern cells) are straight up suicide for marines - the amount of time I've seen 1-2 squads virtually wiped out over there super early game is pretty distressing.
Also the hive is always in the same spot, big red/ice is good in that it can be in different places.

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Re: Post-Launch Prison Station map feedback

Post by NescauComToddy » 16 Dec 2017, 14:00

Renomaki wrote:
15 Dec 2017, 22:44
Sniff*
I totally agree with Reno. I believe the space in Prison Station is exceptionally tight and small, which does not work very well with the average server population, which should be over one hundred and twenty players.

I did not get a chance to watch Marines get stuck in hallways and halls, but I'm sure that's possible.
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Re: Post-Launch Prison Station map feedback

Post by spookydonut » 16 Dec 2017, 15:34

I think adding narrow paths around the edges of the map so that each side ends up in skirmishes before the 'main battle' happens when the lockdown lifts would be worth a try.

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Re: Post-Launch Prison Station map feedback

Post by RavingManiac » 17 Dec 2017, 05:28

spookydonut wrote:
16 Dec 2017, 15:34
I think adding narrow paths around the edges of the map so that each side ends up in skirmishes before the 'main battle' happens when the lockdown lifts would be worth a try.
They're there, actually. Just not as obvious as I'd like. You can snake your way through the cellblocks through maintenance doors.

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Re: Post-Launch Prison Station map feedback

Post by spookydonut » 17 Dec 2017, 09:55

RavingManiac wrote:
17 Dec 2017, 05:28
They're there, actually. Just not as obvious as I'd like. You can snake your way through the cellblocks through maintenance doors.
I've only found the top path, I haven't found the bottom path yet.

The other problem I have is the sprites for the breakable/unbreakable walls, there's 3 different types (that I've seen) and I have trouble telling them apart without mousing over them.

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Re: Post-Launch Prison Station map feedback

Post by Hastati » 18 Dec 2017, 00:23

I like it as a gameplay experience, but the constant jitter and lagg makes it unbearable at times.
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Re: Post-Launch Prison Station map feedback

Post by Mizari » 18 Dec 2017, 04:34

Too laggy at the moment and needs work. The Blast doors take forever to open allowing marines to solidify half of the place, causes rounds to go on for a very long time.

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Re: Post-Launch Prison Station map feedback

Post by NethIafins » 18 Dec 2017, 05:34

I hate it, but it gives a lot of room for Survivor/CL RP
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Re: Post-Launch Prison Station map feedback

Post by Madventurer » 18 Dec 2017, 08:19

I've yet to have a good round there, and marine rounds are just painful. Seriously considering not playing marine at all there, it's just so bad.

Xenos are a bit better to play as, but even the vents are not that good since they get blocked anyways.
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Re: Post-Launch Prison Station map feedback

Post by jalen earl » 18 Dec 2017, 16:37

Fun to play as xeno as it encourages lots of vent stalking and flanking also the lockdown is good to prevent meta expansion.

Not so much as marines. Part of the problem ive noticed is that marines tend to push everything up the middle treating it like a caves assault and dont secure their flanks. Which leaves them wide open to pincer tactics from t2s. They are way more successful when they push the north and south lanes as well as middle.

You have maps, use them.
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Re: Post-Launch Prison Station map feedback

Post by SnakeEater14 » 18 Dec 2017, 19:34

>you have maps, use them

Are there maps of Prison? The maps in the SL locker is of LV. I checked the wiki and didn't see a map for Prison.
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Re: Post-Launch Prison Station map feedback

Post by SnakeEater14 » 18 Dec 2017, 19:35

>you have maps, use them

Are there maps of Prison? The maps in the SL locker is of LV. I checked the wiki and didn't see a map for Prison.
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Re: Post-Launch Prison Station map feedback

Post by jalen earl » 18 Dec 2017, 20:42

SnakeEater14 wrote:
18 Dec 2017, 19:35
>you have maps, use them

Are there maps of Prison? The maps in the SL locker is of LV. I checked the wiki and didn't see a map for Prison.
There's one on the wiki not sure how accurate it is but did me good yesterday when i was playing xeno as im still learning the layout
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