#DustyDew

1 messages · Page 1 of 1 (latest)

smoky lichen
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The new rework of the map looks fantastic. It was easily one of my least favorites outside of buildings forts on top of a specific cliff haha. Thank you Vilaskis for the hard work and update.

deep crown
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Great work @cosmic rose ! Looks amazing! Especially adding helicopters means I will be playing this map often! (Which helicopters if you don't mind me asking)

hidden quest
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more objectives =/= better map flow
you have done it perfectly on old eduardovo, big open map with comparably few objectives leaving space for naturally occuring battles
rn the map feels too clusterfucky
it's just too many points on a too small map

dire vigil
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Feels like you can cross anything on the map with just a hesco wall and spamming jump and I keep getting killed from incredibly random angles due to the circular nature of the whole map causing people to just run in random directions and get kills

fluid olive
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Why did you put so many spots for sniper? I have noticed this problem for a while moment on the new maps

floral juniper
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pls increase the fog. map is even worse for snipers. so increase fog or add more cover for infantry cause the map is unplayable without sniper or dmr

bright storm
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snipers are much more of an issue now and all the urban areas i enjoyed are gone, but it looks nice i guess

hidden quest
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fewer objectives or clearer lanes to them

sturdy lynx
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This map is beyond cruel for helicopters in terms of enemy APCs, dust/fog visibility, shadows and potential ambushes. I do however greatly like how it's kind of thin like valley meaning you can sneak out of the borders for <30 seconds for an exciting drop off on the far side objectives. Flying anywhere else is a deathtrap since you can't see enemy armor but they can see your silhouette against the sky.

subtle finch
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This map is really bad on 32 vs 32 you would think fighting would concentrate on the middle part but no half of my lobby was snipers and there was one sniper he was on a rock in the enemy territory and I couldn’t hit him at all like I was right outside of the zone and I just couldn’t hit him I don’t think I could have hit him if I was 100 meters out if he did it right it was so fucking bad holy shit but looking at the state of the map with the subway tunnels 32 v 32 is not a consideration for you guys because those tunnels were the worst battlebit experience I ever had

sturdy lynx
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Regarding APCs and Helicopters, the APCs can use the terrain to change their 30 degrees of elevation to 60 just by going on a hill which completely locks down the skies. Multiple this by 4 of them and it is quite a challange to get out unscaved after doing a drop on one of the backcaps.

hidden quest
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almost like apcs are doing their job, defending 🤔

subtle finch
versed dove
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Right? Wierd that hills work that way
Anyways, APC could use those 45-60° elevation standard

sturdy lynx
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I would like to take back what I said about the APCs, I can slaughter them all the same from the helicopter with just smart use of the terrain. 👍
Got a 100+ kill game with the Blackhawk on Dustydew. It was my gunners first time playing that map.

versed dove
fallow wharf
# hidden quest more objectives =/= better map flow you have done it perfectly on old eduardovo,...

Problem with Eduardovo is moving around is a pain in the ass if you can't get ahold of some vehicle. Squad spawning just throws you in the middle of half destroyed buildings where you can get shot from any side. Would be the perfect map with an actually sensible spawning system that is centered around setting up rally points and pushing out from them.

The concentrated clusterfuckiness of DustyDew is exactly the result of trying to have more spawns that don't directly throw people into the middle of a firefight. But that's the only alternative they get as long as they refuse to touch the absolutely counterproductive squad spawning system.

hidden quest
# fallow wharf Problem with Eduardovo is moving around is a pain in the ass if you can't get ah...

i quite like the aspect of essentially being forced to use vehicles (as an infantry player) and spawn beacons, the most interesting part about the old map are the outer objectives on 254 player conq
as for the center part of the map, it is good, it is a chaotic large scale battle with many routes to take, add to that the outer objectives leaving room for tactical squad play and then viability of vehicles and you got, imo, a very well rounded map in nearly every aspect the game tries to excell at
too sad that people need 24/7 fighting and can't use their brains to use vehicles nor play tactically

fallow wharf
# hidden quest i quite like the aspect of essentially being forced to use vehicles (as an infan...

I completely agree that the center of the map and the approaches around it are very interesting. The problem is how squad spawning directly causes players to cluster together, which means that you're then forced to pick between long displacements across points or spawning directly into the clusterfuck. Without squad spawning we would see more strategically placed rally points around the outskirts, as well as more transport players helping people get where they need to.

onyx venture
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when tower fell

past bobcat
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Flying containers south of E point

gritty cargo
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idk if it's a graphics setting i need to change but i literally cannot see people on this map

wind hollow
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Too many spots for snipers and almost any trees or other stuff to cover you from them this is really bad compared to the old version of the map.

heavy aurora
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new dusty worst map ever.
previous version of dusty was a favorite map on 32/32, ppl vote for it 80%

now... its mega big, its mega hard to drive humvees, has almost no helicopters, and fully controlled by snipers.
only good idea is snipers on the cliffs and separate battlezones with mountains, so sniper from one point could control only one battlezone.
but i tried to found good position for humvee - all ways has unexpectedly small width for moving, so small count of ramps to get mountains, and there you always find enemies with rpg/sniper rifles, so humvee like teleport and should be dropped somewhere.

this map AGAIN a map for snipers. and then sniper will be nerfed. but the maps is for them

map is very beautiful from point of beauty, but playing same like azagor and distances 3 times bigger. soldier fight vs soldiers, snipers shoot all, and thats all.

pseudo sorrel
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Domination 32vs32. Before the start of the round, the opponent has already captured point A. This bug is always there, regardless of the server (official or community)

past bobcat
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Vilaskis said it's not a bug - Or atleast he said so regarding Kodiak E Point being pre-captured for a team in Inf-Conq - #battlebit-eng message

Ok yeah, just looked it up you said assymetrical flow - then it is a bug

cosmic rose
sturdy lynx
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Loser tanks sniping from the safezone all game on both sides. This is what happens when the the highest points of elevation are within the safezone

cosmic rose
sturdy lynx
cosmic rose
honest mantle
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there is a building you can see through on dusty dew at this location, if you go prone

sturdy lynx
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Safezone camping tank. Not protecting Objective A

slim maple
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small rock hole permalock postion next to echo on conq. spawned on teammates couldnt get a better view or screen shot sorry

cosmic rose