Initial Feedback on Rolling Steel

I’ve been playing the new map nonstop, and it’s quickly becoming one of my favorite maps. However, there are some notes I’d like to share.

1.) I can forsee folks complaining about the snipers. There’s a particularly long sightline at the beginning, they can shoot through the mid-event walkway while its still blocked, and they’ve got highground + cover overlooking one of the final objectives. I don’t think it’s the worst thing, but slight adjustments to break up these sightlines might be required. Something to keep an eye on.

2.) The minigame is pretty fun, coming from someone who likes the Stardew Valley fishing game. However, I wish there was a greater element of skill beyond just keeping it in the middle. Having smaller circles appear that you can “Collect” by hovering in them for a few seconds in exchange for a boost would make the game feel more dynamic.

3.) The timer can be very strict. Not a bad thing, but it can be hard to clutch. I believe this can be remedied with a suggestion like #2 above, since It would also allow a skilled fisher-I mean operative, to get time back which could be lost saving a teammate or two.

4.) I like dropping into the action! However, no enemies spawn on the first car. Having a horde of poxers/groaners we land on would be pretty toit, no?

5.) Cover seems very light in the mid-event cars. I would suggest replacing the railings around the ceiling holes with solid half-cover and maybe adding a crate or two on top, as there’s very little cover from shooters.

6.) I wouldn’t normally suggest this, but since the DT team has proven unopposed to revising maps in a significant fashion, I would like to recommend an increased level of randomness be injected into the level to compensate for its short playtime. Having variant traincars that could sometimes be substituted in place of the existing ones would be appreciated.

For reference:

[Starting Car] [three paths Car] [minigame tutorial car] [cargo car] [mid-event cars (x3)] [resupply car] [finale cars (x3)]

Ideas for variant traincars.

“The Barrel Car”. A car full of explosive and flammable barrels, which appears to be lacking on this map in general (Perhaps with good reason, but they could still spawn in the interiors, no?)

“Cargo Car Variant”. The traincar with the cargo containers (Cargo Car), except full of holes that make traversing the most straightforward path impossible, and encourages the use of the upper path (Which is quite a time investment, considering the ladder climb speed is sooo slow)

“PoxCar”. A cattle car chocked full of poxwalkers. Could also feature a zig-zag of cattle cages that one could navigate slowly, or parkour over top of for a time gain. Alternatively, cages could open when a player crosses the midpoint of the car, resulting in a crush of poxers swarming in.

“Ramp” A car that requires players navigate a pile of cargo containers that ramp up near the end. This would naturally allow players to be redirected to the roof of the mid-event car and be a nice LOS blocker for snipers. Replaces the Cargo Car.

“Blocked Path Car” A variant of the Three Paths car where one or two of the routes are blocked off.

“Dining Car”. An open air car that is ferrying mounds of dead bodies

“Flesh Car”. A car bisected with a fleshy wall you can either blow up with a charge (safe but slow) or circumnavigate by going around the outside of the car (scary but fast!). Could be part of an alternate mid event where instead of getting batteries you have to slay a daemon infestation in order to open the path forward.

“Tanker” The center path requires climbing a ladder and crossing atop a tanker, however you can circumnavigate this with parkour at the risk of death.

“Monstrosity Cage”. A alternate finale where if you don’t do the objective(s) fast enough, a cage with a monstrosity in it opens and you have to fight that instead. If you complete the level fast enough, the monstrosity gets dropped off the side of the train.

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This sounds like a good formula for an Auric Damnation Maelstrom version of this

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On the other hand I concur that I love this new mission and map too :slight_smile:

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The minigame could definitely use some more skill involved that makes it complete faster – it feels very uninteractive in its current state which is bad for something you have to be doing for what feels like a quarter of the mission’s duration. The timer on the mission itself is so obscenely tight that a player who wants to win is going to rush for it and do the minigame every time because there simply isn’t any time to waste by figuring out if someone else will. Currently, there’s very little, if any, time to spare and a hard set amount of waiting that is forced upon the players which doesn’t mix well.

Honestly I think the mission map itself is almost perfect as-is, I haven’t had any particular trouble with Snipers versus handling the Gunners (Balanced incredibly well honestly, they’re super threatening but very possible to shut down. I like the traincar with the staircase and ability to jump roof to roof as both a flanking route and placement for shooters and Gunners in particular) and the sheer amount of sneaky (not to mention bizarrely quiet) Trappers hiding behind the clusters of enemies.

I have been on many teams that honestly should have been able to clear the mission and are defeated at the last second by the timer more than anything else, even a mere 30 more seconds would go a long way given the unpredictable nature of HISTG. I’d say an extra minute would raise the ability for pub teams to clear it on Auric in general a lot without everyone feeling hopeless if even one thing goes wrong. Too much more would be too lenient, so I understand why they started where they did and I don’t want them to extend it that much more, but there needs to be -some- give. As noted before having the minigame clearable faster through skill could grant this extra time in a way that makes it more interesting. Though that still retains the issue of players that don’t want to lose needing to gun for the minigame to be certain they’ll get said extra time (if it existed) and thus locking themselves up for a big chunk of the mission.

Adding more ways to “Speed Up” the process would seem a good way to go. For example, having tanks to smash that add progress to the minigame would be another route they could take.

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It’s nice and dynamic but it takes so freaking long. I got bored midway through my first time doing it… As mentioned it would be nice to spice it up a bit, add some danger and/or reward for skill!

Until then… I’ll cover you :wink:

Love love love! Especially since you have the plane area to chill and get your bearings.

Genius.


For my part, my main criticism is that the music is quite subdued to what I’d expect for a pulse-pounding race against time. That, and the train makes remarkably little noise. I was expecting an NYC subway experience and I got Montreal :face_exhaling:

It looks gorgeous, but imo the sound design needs to be dialed up a bit. Overall it’s a promising little map!

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Although you make good statements for those that are so hardcore they effortlessly can accomplish Auric Damnation Maelstrom, there are players that have equally hard time accomplishing “Rolling Steel” as much as “Clandestium Gloriana” in the 10-15 minute time span. Seen this by recent new experience where there are players completely unaware of the timer and there is less than one minute to clear boss cultist champion and wipe the engine machine spirit consoles at the end. Seen how there is those that required more experience + learning curve to understand the mission vs someone such as myself that know the time limit yet get downed by some horde of dire elite & specialist combined assault groups

I’ve not played on lower difficulties, but wouldn’t the changes discussed also benefit folks who need to carry in lower difficulties too?

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Sometimes found it fun being the clutch for those that are still picking up on gameplay

It’s the first map they’ve released that I want to play on repeat.

I think it’s because it’s of the timer. It gives me a concrete way to gauge my improvement on the map.

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