Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 27
  1. #1
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60

    Sieze cave spawn

    Is it me or does all the good nodes (and nodes in general) spawn here?
    (0)

  2. #2
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    Cave team = win team. Yes! No seriously, I don't know if it is most of the time, but it certainly feels like the cave team is blessed with rng.
    (0)

  3. #3
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    The cave spawn point feels like it's in a better physical position than the other spawns at a glance. And that may or may not be the actual case. I've not really looked into it in detail, even if it does have some obvious advantages, two of which pop to the forefront of my mind as I type:
    • Many of the node points in the cave are elevated and have only 1-2 entrances, where as other bases tend to only have one elevated chokepoint node. Once taken, it can be difficult for enemies to even manage to climb the ramps, let alone successfully take the node.
    • Easier access to middle, due to a spawn point right next to it where you can leap down a cliff for minimal damage and literally stand atop the point. Said spawn point also allows ranged classes to harass enemies standing at the mid point with virtually no chance of retaliation.

    I have seen a strong trend of victories going to the cave team.

    In fact, well over half my victories in Seal have come when Immortal Flames (my GC) got the Cave base.
    (1)
    Last edited by Vandril; 08-02-2015 at 02:41 PM. Reason: Reformatted

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80


    Cave nodes are a little bit more compact and makes it easier to defend as a choke point for cave team. The one that's closer to the true-center node is incredibly frustrating, too since it's close enough to allow casters (cough SMN) to attack from uphill.

    North team has the short end of the stick with having the least amount of nodes closest to them, and their spawn point is practically bottle necked toward the beach, as well as their nodes having multiple entry ways to get them sandwiched.
    (16)
    ____________________

  5. #5
    Player
    Pexx's Avatar
    Join Date
    Apr 2013
    Posts
    23
    Character
    Mai Tai
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    RiceisNice is correct. Strategically the caves spawn puts the team that starts there in the best possible placement at the start, and with good team spread, with the ability to control the entire caves.


    In terms of terrain, it is the best possible location. The caves only have 4 possible entries into the main network, allowing quick teams to bottleneck or respond to people entering and preventing them from hitting nodes. With the node spawn located in upper mid, it allows access and scouting potential to lower mid as well as quick access to north, south and east areas all while providing defensively favorable conditions. There are two notable downsides to cave spawn location. One is that if enemy forces push in too far, it is easy to get routed and forced back into spawn or pushed out of caves entirely which means you lose easy access to half the map. The second is that three of the five nodes that are easily accessible inside the caves are located on higher ground, so if an enemy team takes those nodes, you end up fighting an uphill battle trying to take it out which puts the attacking team at a disadvantage.
    (0)

  6. #6
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    I love getting the caves as my spawn point. There's a couple of spots I like to snipe from, and I was basically freecasting for a couple of minutes yesterday while people were fighting for the node below me and came into range, and when the node was finished the one right behind my snipe point activated so I was able to grab that way before anyone else could get to it (since it's a race with your own GC the way those stupid achievements work).
    (0)

  7. #7
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    867
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    With how symmetrical and balanced Carteneau Flats was, I like to think there's a little rhyme and reason behind Seal Rock... then again I can't say I've ever measured how many paces it took to get to the Long Defile from every spawn point. >_> Right now it feels like West caves are extremely advantageous to have.
    (1)

  8. #8
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    D3 is the devil if you aren't on the cave team. (that's the center cave point with one way in)
    (0)

  9. #9
    Player
    Pexx's Avatar
    Join Date
    Apr 2013
    Posts
    23
    Character
    Mai Tai
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Gooner_iBluAirJGR View Post
    (that's the center cave point with one way in)
    I like to refer to that one as upper mid. But you are correct. D3 is, defensively, the best node in the map.
    (0)

  10. #10
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by RiceisNice View Post

    snip

    Yup this, this whole map seems like a joke based on some stupid request some players made a while back:


    http://forum.square-enix.com/ffxiv/t...808-11-2014%29

    Q: Do you have any plans of making it random where each Grand Company starts in Frontline?

    To which they obviously responded:
    Quote Originally Posted by Pocchory View Post

    A: While it's possible to shuffle around starting points, the maps were made to be extremely balanced, so there no significant differences in the layout regardless of where you start. However, there are a fewfeatures which could change things up a bit for players, so we'll try and look into this.
    It's like they went: Oh you think the spawns are imbalanced, do you? I'll give you your imbalanced map, with the rng node spawn cherry on top of the cake, how do you like it now? Mwahahaha

    Ugh
    (2)

Page 1 of 3 1 2 3 LastLast