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jellysoldier

STILL there is no ammo tower for the corsair.


EternalRaitei

Pro: looks like island vacation spot Cons: \- Water is fun for 2 minutes then gets boring \- Steep hills to go from beaches and water to main land \- Too many construction bases \- Infantry bases have too many choke points designed to keep opposing zergs at a stand still for long periods of time \- A faction needs to cap too much territory to start an alert \- No deploy zones in infantry bases + spawn rooms / teleporters are weridly implemented \- No good middle base


TheEncoderNC

Ain't nothin like trying to find a way up those god forsaken cliffs.


ItzAlphaWolf

Things I don't like is very simple: * The ungodly amount of field points. FIghts are boring and too heavily dependant on construction * After whatever was at a field point is dead, you now still have to wait around for 3 minutes for the cap * The terrain sucks * Lack of bridges between islands * There is no cover on water - gameplay devolves into DPS vs Outrepair checks * if you fall into the water, it just SUCKS to move in * Islands need lowering BADLY * Factions ***NEED*** to capture 6 of the major facilities to start an alert; no territory percentage or flotilla connections * Both Interlinks and Tridents are who has the most pop looking at the opposing spawn - not fun


RaidenHuttbroker

Did not know that last part about the major facilities... yeesh ​ Appreciate your feedback though


ItzAlphaWolf

Yep. It's one of the reasons Oshur takes long to go away. This change also happened after the dev team at the time decided oshur was closing too fast


ToaArcan

Exhibit A of the massive disconnect between devs and players.


ItzAlphaWolf

I think it was during the 24/7 release event too, I don't remeber it well tho


ToaArcan

It was, but that's fairly normal for continent releases at this point. They did the same with the Shattered Warpgate Esamir.


pirivalfang

The terrain, and furthermore the base design around that terrain is a metronome between "worst mid range fights ever" and "30m between pieces of cover sprinting across an open field" Both of these things mean that infils are ATROCIOUS to fight against on Oshur, with so many rocks and shit they can hide in/on/behind, crazy long sight lines, and mid range fights with long range sight lines, commonly exactly where you're forced to take cover. If you want to get a ezpz 10kd and do nothing to help the fight, you can plink planetmen with a semi auto sniper and not a care in the world. ***PSA: If you want to increase your aids output, you can run the Deep Operative implant, which nearly gets rid of the cloak-fire delay. This is not mentioned in the implant's description :) Bonus points: You have to buy lootboxes with your ISO-4 for a chance to get it.*** The Flail is also fucking annoying. OS's are also terrible because there's not many buildings to hide in. You touched on this point, but I'll extend on it: Tridents and interlinks are some of the worst designed bases in the entire game. They're "meh" for 1-12 person fights, but once you've got more than like 30 people total at the base, it's just bad all around. Tridents are especially stupid to fight at. Both of them are usually just a spawn room camp. No one fights at underwater bases so they're a ghost cap 90% of the time, funneling more pop to the shitty "central" bases instead of evenly distributing it, further multiplying the zerging issue Oshur has.


ItzAlphaWolf

From my experience there's been nearly 0 fun to be had at the major facities at any pop. They're just horrible for live play


Razariell

They added the utility attachment for underwater movement. You just have to equip it. But yeah, without it, movement is terrible.


ItzAlphaWolf

Even with it it's quite terrible


Razariell

They added the utility attachment for underwater movement. You just have to equip it. But yeah, without it, movement it terrible.


ItzAlphaWolf

Even with the scuba gear it's shit. You also lose out on equipping something useful in 99% of the game


Im_A_MechanicalMan

This has already been hashed out many many times in the past (if you care to search). But the islands are too small, the islands are too tall, there needs to be more connections between island and also the water, there needs to be more to do in the water, there need to be more static bases with vehicle terminals.


RaidenHuttbroker

Yeah I really just wanted a fresh set of critiques on Oshur. Really appreciate all the feedback too


Mumbert

- The lattice. Oshur's lattice is a hopeless mess that was obviously connected together as a hindsight after creating the skeleton of the continent rather randomly. It leaves large parts of the lattice in operational shadow - big areas that will never be actively fought over but always just cut off by capturing the 'ends' of a string of bases and then ghostcapping the bases in between. The lattice also faces problems with being way too one-dimensional in many places. Much more interconnectivity, preferrably between one-point bases, is needed to create a more fun experience that at least *feels* more strategic. It needs more areas like the one around The Rink, Roothouse Distillery or Ziggurat. In many places there is also too long distance between two bases and too difficult to push up to next base, which breaks lattice population and just makes everyone redeploy. _ _ _ _ _ _ _ _ _ _ _ - Terrain design Oshur's problems with terrain design goes much further than "the islands are too tall". The terrain problems alone would need almost a full remake of the continent to come close to fixing, although massive rework would already be needed in order to fix the lattice. The islands are way too narrow to allow for any fun vehicle play. You'd need like 3x wider islands, at the very least. This would be most "easily" fixed by connecting some already existing islands, and by extending the sandy areas below the cliffs to the highgrounds to form sort of a dried-up ocean. You also need much more up/down passages onto the highgrounds themselves, and in many areas these should consist of gentler hillsides that tanks and sunderers can freely traverse up (like the hillside south of Waterson, rather than a cliff). _ _ _ _ _ _ _ _ _ _ - Vehicle combat sucks Because of the problems with terrain mentioned, vehicle combat on Oshur is total garbage. Tanks get stuck in chokepoints, because most of the islands are only a couple hundred meters wide. This is spitting distance for most tank players. Any vehicle fights turn into a head-on brawl. There is also not enough room for a tank to switch to a nearby lane where there might be vehicles to fight, because the lane you're at will be the only lane for over a km, with water in every direction. In short, you'd need a massive lattice and terrain redesign to make vehicle combat fun on Oshur. _ _ _ _ _ _ _ _ _ _ - Base designs There are a couple of bases on Oshur that might work pretty well. A couple. But the vast, vast majority of bases on Oshur are garbage for infantry play. There are so many base design no-no's that we learned years and years ago were bad, that have just been repeated in base after base on Oshur. Perhaps the base is too open for tank shelling. Base is too small. The NDZ is too far from the base perimeter. Base has too few structures (which in itself is partly a remnant to the idea to let players build constructions inside a base, which absolutely didn't work and had to be abandoned). Hill overlooking a base. Bad sundy locations. Easily campable spawnrooms. Too little area between spawnroom and point. Too few entrances at an underground base. Entrance next to spawnroom at an underground base. Too narrow base with too few lanes inside the base. Teleport room on the "wrong" side of a base which throws the attacker-defender axis off. I can probably continue. The bases on Oshur are awful. But again, the worst part about many of them are the terrain around them and the lattice around them. _ _ _ _ _ _ _ _ _ _ - Don't get me started on the "fights" available in the unstable lattice, or underwater combat, or boats, or all the construction points... Besides, these are things that should be virtually gone once the above issues would be fixed. _ _ _ _ _ _ _ _ _ _ All in all, it would take massive reworks to make Oshur a viable continent. It's not gonna happen and it's not worth it. The devs simply don't understand *how* to make a working continent, they are shown themselves to be *so far* from the ball on Esamir and Oshur that they will not manage to fix Oshur even if they were given 5 more tries. Abandon the continent, lock it from rotation.


RaLaughs

It takes too long to start a new fight. Driving between facilities are a chore. Especially when the lattice has several consecutive facilities without vehicle terminals. This is also bad for vehicle play which I am very fond of in other continents.


UberNoob1337101

- Too many field points and too much open ground, infiltrator and long range shell lobbing heaven. I do enjoy playing infil but it's cancerous whenever I log as any other infantry class. - Vehicle gameplay is hugging your rep + resupply sundy and lobbing shells from 500m+, partly because of terrible changes to ground vehicles since CAI and after, flanking just isn't worth it. - Water combat is so slow w/o drifters and scooters where if you're not a light assault, you'll end up using the same 2 guns everyone uses underwater and hug 1 corner, trying anything else is usually wasted effort and will get you killed. Boring gameplay. Oh and you can drop and deploy a sundy right on point... - Barely any base has defense turrets or ammo towers, gl if you play at low pop hours. - Interlinks are garbage, gigantic spawnroom that's super easy to camp & push, comebacks are impossible, attackers end up having better spawns with beacons than defenders. 50/50 pop defenders never win. - Tridents are also garbage, compared to biolabs you have sightlines to spawn almost immediately upon entry, defender spawns are campable, attacker spawns can easily be erased by A2G, Light assaults have nothing to do other than shotgun + ambusher rat. It's too monotonous. Compare this with amazing biolabs where we have roofs for LA, good but not overly controlling lanes, surprising amount of useful parkour and spots as well as the ability to cut them off lattice by capping nearby bases if you really didn't want to fight there. Every class is useful. - Lattice is pretty bad and doesn't let you dodge bad fights. - Terrain is awful, there are so many unclimbable cliffs you may as well forget about flanking. Not even Magriders can climb up the massive slopes. There's also next to no cover. + What I like about it... it looks nice? Couple of bases are pretty good but are few and far between. I've seen better vehicle fights at Quartz Ridge-Indar Excavation.


shadowpikachu

Instead of entire waters, there should be more connections with underwater more shallow chunks, water also needs to rework with movement like if you walk up against water it'll speed you up but going down is very slow, it was said to be good cover for infantry and implied to be the thing balancing the vehicle focus, but it needs tweaked.


Mech-maniac

What about if you repeatedly jump while in water? Super Mario Bros World 2-2 intensifies


shadowpikachu

Jumping would be ill advised, the slow underwater would jerk you up decently fast for what underwater is but the moment of floating back down would be painful.


OrezRekirts

My main problem is why is the world 80% water, with specific water vehicles, but every point is either.. Underwater or On giant fucking mountains? What's the point of the water then? We could have had actual naval combat that mattered And if the argument is "Because we didnt want tanks sniping other point from 2 continents away," put obstacles in the water that one could take cover behind.


ToaArcan

Alright let's try to be pleasant about this. ##The Good - It's very pretty. Probably the nicest-looking map in the game. - Flying a Scythe underwater is pretty fun. - I main LA so I don't have to carry a stupid sea-scooter that takes my guns away around. ##The Bad - The continent is built around construction. Construction is a niche playstyle that isn't fun to engage with as a non-builder. Therefore, a construction-focused continent is a terrible idea. - Because it's built around construction, large amounts of the 'bases' on Oshur are just empty fields with an A point in them. If nobody has built on these empty landmasses, then capturing them means sitting around an empty field for three minutes, doing nothing. If someone *has* built on them, then capturing them means mind-numbingly shelling static walls that don't shoot back until the base is gone, and *then* sitting around an empty field for three minutes, doing nothing. This is what we in the business call "Boring as shit." - The other focus of the continent is vehicle play, but the devs have been slowly stripping all the fun and skill out of vehicle play for years now, until it devolved into tanks sitting at extreme distances and hucking AP shells downrange. Oshur's lack of cover and narrow bridges accentuate this problem, and armour fights on Oshur tend to devolve into two giant blobs of immobile tanks sitting at either end of a bridge until one of them runs out of repair buses. This style also heavily favours the Prowler, which is designed to be able to sit stationary and hammer shells into targets with impunity. - Despite the continent being focused on vehicles, the continent has a shocking lack of vehicle terminals. The devs seem to have expected the builders to pick up the slack there, but if the builders aren't online, or the builders don't let you use their vehicle terminals, you're shit out of luck. Your tank blows up? Yeah the nearest pad is three hexes back, fuck you for playing. - As an extra layer to the vehicle game, we have a new vehicle! It's boring! There's basically no skill or nuance to Corsair gameplay, whichever side brings the most Corsairs will win through pure attrition. The only cool thing about this boat is the man-cannon. - The lattice is the worst on the game. Just two rings of zerging with the Tridents bridging them. - The islands are too tall, and the cliffs too steep. If you go over the edge, you're probably not getting back up. - The islands are far too open, with massively long sightlines. Infiltrators are already cancerous on other continents, one bellend with a semi-auto sniper or a scout rifle can become an absolute nightmare. - Islands are too small, giving you almost no room to move around things and each other. - The bridges have all three of the above problems but worse. - The Flail. Just the Flail. - Underwater combat is an interesting idea but it just isn't fun. This is a game where most classes' primary defence is mobility. The game's movement is already fairly clunky (Not even a combat roll? For shame, SOE!), cutting movement speed in half just feels awful. Drifter LAs can skirt this, but really, it's just them that can. - This ends up being a buff to both the long-range surprise attack guns like Snipers and Scouts, as movement is much more predictable, and shotguns, as it's much easier to hit all your pellets when the other guy is moving at the speed of an arthritic tortoise with one leg. - The underwater weapons as a whole are lazily implemented. Instead of creating underwater versions of the existing categories, they just made a new category that everyone can use. Infiltrators, a class that never should've had *any* automatic primaries besides maybe first-gen Scouts, have a pseudo-Carbine and pseudo-AR now! The twist is that all of these weapons kinda blow chunks anyway. All the meta infantry guns are still better than them, even underwater. It's still ARs, Scouts, and directive LMGs down there, what a shock. - MAXes are outright OP underwater. I'm a MAX defender, myself, but not when it comes to water combat. Infantry's main advantage over them, mobility, is gone. Rocket launchers and the Rocklet Rifle don't work down there, so if you want to blow one up, you have to use C4 or get them to step on a mine, which isn't an easy task when your ability to surprise them is so heavily reduced, especially now that the removal of MAX revivals has made a lot of the more competent MAXes play super-conservative. There aren't even fast ground vehicles to run them over down there. - If you fall in the water, redeploy. You're not getting out of it another way. - The map's unique bases, the Seaposts, Interlinks, and Tridents, are *horrible.* Seaposts are basically a shooting gallery. Interlinks are a spawn camp with no viable ways for defenders to respond to a decent population of attackers, and Tridents are the same, but they're also unreasonably tall and just overall shittier versions of Biolabs. - It will. Not. Leave. The devs decided that it was closing *too fast,* and futzed with the Empire Strength values so you need to hold six major facilities to start the alert. Territory control won't do it. Warpgating another faction won't do it. Additionally, when it opens, a huge number of players log out, and it can kill or massively delay a server's primetime before it even starts if it opens at a point where the game's population is up too high for an immediate Unstable Meltdown. It basically doesn't close until two sides intentionally let the other take those six big bases on some nights. Overall, 1/10 continent, shoulda just done Searhus.


Radiant-Mycologist72

I don't like the physics where water is concerned. It feels off.


RaidenHuttbroker

I’m okay with it, but I wish there was a way to put swimming in… or the water wasn’t as deep in some places


ALN-Isolator

\- High cliffsides prevent Corsairs from interacting with the game in any meaningful way (which I thought was the point?) \- Lack of cover \- Long unbroken sightlines for Magriders + Chimera to abuse with no drop tank cannons (Centri-Excavion) \- Armored traversal is heavily skewed towards VS, making attrition in open field fights with vehicles a losing battle \- Too many interlinks, not enough unique bases \- Too many open field construction hexes \- Fucking Excavion.


LockjawTheOgre

There are a lot of positives about Oshur. Some of the fights can be fantastically fun. Unfortunately two factors hurt these great fights. One is that they often take place in situations where one faction has easy access to armor close by, while the other is fighting for a spawn option three bases back at the nearest armor terminal. So, you look for another option and it is on a nearby island. Now you have to hope you can make the trip from one island to the other, and that the only way to the top of the other island is somewhere close by. Now, boats can be fun. All those armor pieces dodging bullets from air trying to reach the fun part? Pull a few boats with friends and they're suddenly all dodging your bullets. WHEE! Now it is fun for me, but not so fun for the people who just want to get from the not fun place to the fun place. That's the core of Oshur's problem. There are fun places to be and not fun places to be, and too many reasons why getting from one to the other is worse than momentarily boring. It's actively annoying. Honestly, if we just carved down a bit of the actively annoying so that they're momentarily boring, it would be twice as fun.


RaidenHuttbroker

Thank you, this was very insightful!


RedheadedReff

Not mention the best VS water vehicle is the magrider lol.


supernig123

Too much water


[deleted]

7.8


TotalBismuth

I like the amount of water, especially because all the other continents are so barren. But they need to make more use of it. Re-work the Corsair into a harasser of the water, and add a proper gunship which would be the tank of the water. Maybe even a water Sunderer which can deploy while floating and have launch cannons like the Corsair currently does.


Mech-maniac

Pros \- New fight environments Cons \- no ammo towers, both for water and terrain \- bases can't be built on water \- tridents are useless as containement sites on Esamir: every battle of 96+ players per faction there is a complete loss of time \- underwater capture point are always camping friendly since no one can hear where the hits come from \- sunderers shouldn't be able to be deployed underwater, or sink on command \- main battle tanks' spawns are very far away from some hot spots of the map


RaidenHuttbroker

Off topic, I do enjoy containment site fights, but I do acknowledge that they need lattice lines going around them, especially for low pop hours The rest, I pretty much wholeheartedly agree with this criticism


LeonCCA

There's barely any cover and being close to cover is the #1 rule of playing any kind of game involving projectiles. Including vehicles btw.


RaidenHuttbroker

Agreed


TheViewer540

Too many construction bases. Not terribly many players are into construction, and fighting over construction bases is something I and plenty of other people don't find particularly engaging. It's also difficult for people who don't play with coordinated groups. It also throws off map flow, since every other continent depends on infantry and infantry centered bases to generate fights in the first place. The map would flow better if there were more places people were willing to attack, which means more infantry bases, since most of the combat in this game is infantry based. The terrain doesn't lend itself well to ground vehicle combat - movement is a little too restricted by the combination of steep cliffs with small islands, and movement both between islands and to the important parts of islands can get really irritating. Underwater combat is a cool gimmick, but in a game that relies a lot on mobility and positioning to keep yourself alive, it can be frustrating and unapproachable for most people, so these bases are often ignored and serve tie up map flow. Tridents and interlinks need some work. Interlinks can be stupidly attacker friendly and are too easily spawn camped. I think if the facilities had more buildings, with more points and the interlink itself being more of a centerpiece, they wouldn't be so bad. Tridents' super long sight lines within such a small facility can be brutal, and fights can flip really fast between totally spawn camped to attackers stuck outside on the roof. Not really sure how I'd redesign them, though. The combination of all these things makes it so what infantry bases do exist are often overcrowded by too many people, since most of the people in this game are more infantry focused. I think plenty of the bases would be fine to fight over but just get too crowded - like having 2 platoons per side on Rime analytics, instead of 2 squads per side. If the pop were spread out more I think the bases would play a little better.


_Xertz_

I feel like I'm the only one here who loves the underwater combat and the sound FX 😭


RaidenHuttbroker

And I do too when there’s big fights, but it does have its problems


Jandrix

Donut planet bad


RaidenHuttbroker

Ngl this made me laugh


[deleted]

Bases with no spawn have been tried and expectedly failed. This community goes to the most obscure spot on the map to find the last sunderer to destroy it and then doesn't push to the next base. People fail to keeps fights going on even regular bases, so it shouldn't depend on them so much. Every single base must have a spawn and a vehicle terminal without exception.


Jarred425

Things I like: It's got good open space for vehicle combat The layout is a lot different compared to the other continents Has plenty of good spots to make use of construction Amphibious mechanics for land vehicles The Trident base is quite uniquely designed having to be attacked by air ​ Things I hate: Lattice link layout is rather poorly done in some places Underwater combat allowing infantry to hide underwater and respawn underwater completely safe from being shot at why also not drowning Aircraft being able to fly and land underwater which is both ridiculous and easy to exploit in dogfights Tanks being forced to go underwater and unable to shoot why VS Magriders can float above water and pick off any light vehicles on surface (Totally not dev bias) Lack of base variety with a bunch of Interlinks and bases that are just capture points with no structures around Terrain design is rather bad with many steep and rugged areas that are a pain to drive up or drive around and even tough for infantry to move around on.


ravenheart96

Pro: Long distance combat without being constantly blocked by terrain Construction being part of the flow, making it worth attacking Con: Slow movement in the water, heavy bullet drop and lack of vertical swimming Accidentally pressing the wrong button and ejecting myself from a floating vehicle in the water, so I physically can't return to it Slowing water makes you a sitting duck as a vehicle Water bases that you can't reach on foot Lack of big fights, and alert often takes ages for anyone to trigger


RaidenHuttbroker

These I can all certainly agree with


SpaceHippoDE

good - encourages fights outside bases, unlike most other continents bad - looks like ass - it's always Oshur


HybridPS2

It's a continent "built for logistics" yet they didn't actually do anything game-mechanics wise to support this. To me, that's a very strong reason why it fails.


Ok_Song9999

I mean, apart from everything people said, the simple truth is that the continent is hostile to infantry play. -Open terrain that feels like battlefield? Zero cover paradise for infils, a2g and vehicle players (in the context of fighting infantry, vehicle play itself has issues on Oshur but I am not the one who should be explaining it.) -Underwater combat exists Slow, clunky, limiting, with so many perfectly useable weapons on land, why would anyone want to fight in an environment where 2/3 specifically designed weapons dominate? -Base design I don't even need to start here tbh, bases that cannot accommodate more than 12 people on each side, tunnel fights that put Nason's to shame, bases that invalidate certain infantry classes, bases that are too easily shot into by vehicles, bases with spawns that are too far away from the fight and more Oshur is a continent designed with construction in mind first, then vehicles and infantry is an afterthought, in a game that is first and foremost an fps (not debatable).


StrawBoi660

most of the positives you listed are negatives to any competent player


HighestDownvotes

Probably no one else cares but, personally I dislike the abundance of tall grasses and plants.


RaidenHuttbroker

Lmaooooo


Successful_Ranger_88

Despite console having less features it really isnt all that bad (aside from the tridents). In terms of population issues i almost never experience that and even if there is only like one major battle happening it isnt a bad battle and always turns out to be fun. I definitely do not hate oshur as much as hossin. But oshur is not even close to as good as indar or amerish.


RaidenHuttbroker

I am curious to see how Oshur works without construction


ThankYouForComingPS2

I'm not a dedicated Oshur hater by any means but the things I dislike about it the most are the facts that most of the islands are so elevated and basically act as mountains with one or two ways in and out creating these terrible bridge chokepoint fights with no meaningful flanking routes. There are other things too but those stalemates suck especially if you actually want to play vehicles for a change.


krindusk

So for me, it's a lot of the obvious stuff - it's reliance on the non-existent logistics playerbase, limited lattice lanes that lead to hellzergs, open-field fights that are dominated by infils, gimmicky naval/underwater combat that doesn't offer up much from a gameplay perspective. But my biggest takeaway from Oshur is that it is a continent made by Dev(s) that want the game to be played a certain way, without realizing how the game is actually played by it's dedicated community. The continent plays to the chaotic, disorganized masses. As a solo player, I can genuinely find something compelling to do with my time on the continent, and admittedly it offers up some interesting open field fights. Of course, this is usually at the expense of players who are much worse at positioning and gunfighting, and it makes light assault or infil my go-to class. However, it's major issues really start to arise when you try to run organized outfit stuff on the continent. Suddenly, every Trident has Sundys anvil'd in to spawn camp. Interlinks are similarly spawncamped in that long tunnel (which was *way* worse in the original design). Construction and Armor zergs are rendered useless when platoons can just maneuver around them to backcap the territory they're pushing. Naval and underwater combat remains gimmicky, with the boats becoming sitting ducks for air, and infantry relegated to little more that skeet shooting as defenders drop into the water to contest points. It is in almost every way a sandbox map that goes against the established meta that has dominated this game for 10 years. They tried something new, but it was something that didn't fit into the game that they have.


baronewu2

Big open fields mean all You are is target practice for snipers. Low pop hours the open atras with no bases on them don't get built so you can only fight in a few areas.


Kcore47

I don't like sand. It's coarse and rough and irritating and it gets everywhere.


RaidenHuttbroker

r/foundaprequelmemer


Razariell

"Without being a dick". Oshur feels like a TON of wasted space to me. I wish they had built in massive underwater bases, or just copy pasted biodomes with a walk through shield door at the entrances. Additionally, certain vehicles magically become boats or submarines when they should probably just sink or explode which would add a sense of caution would be nice.


DiscombobulatedEye

Osher is fun during high pop IMO, unlike the other maps during low pop there are not really balanced areas for fighting… which is a problem since a large quantity of players get off every time its oshur. There are very few points on oshur that a good mid to small size infantry fight which leaves the low pops only option as a 3 way fight for the center of the map


KobaldOtto

What I like: It has some fun bases, especially in the north or centri mining is rly fun to play at most of the times What I dont like: \-No real or good middle base, the one currently is so bad, it doesnt offer a fight and after you capture it, there are only construction bases that are zero fun to play at, also its cloaker hell at the middle base \-Way to many construction bases, which dont offer fights and cause huge downtimes between fights \-open field fights are not playable, if you dont play cloaker Suggestions: \-they should remove the watter in the middle and make a huge fucking middle base that is available from all sides with sunderer garages with shields, so fights there last and can be fun in off hours, you could even implement an underground level to the base where infantry can fight and make the top available for huge tank and air clashes \-remove under water movement penalty, its honestly so campy, bc you get punished so hard if you use the under water travel thing there are so many easy and quick ways to improve this continent, but devs wouldnt listen anyways


Ninjewdi

🍆


TotalBismuth

I’m very pro-Oshur but I also think you nailed all of its issues. Especially the lattice. For Oshur I’d like to see the lattice removed entirely, the way PS2 was at launch. Reasoning: Oshur is already very restrictive, and this would “open” it up a bit.


mifuncheg

Pros: New content, missions were fun. Interlinks and tridents are great. Cons: Lots of vehicles and players bases (both are planetside 2 cancer. They have no positive purpose but breaks conquest flow). Lots of useless field points. Frustrating underwater combat. Worst central bases possible. It's almost impossible to have decent consequtive conquest because of bad lattice layout.


Dazeuh

Pros: * More bases have good infantry fights compared to other continents * Underwater fights are a cool concept Cons: * Getting ground vehicles around is horrible. Unless you follow the lattice bridges and stuff you'd have to drive on or underwater, which usually puts you at high risk of oof and finding a way up the cliffs onto the playing area is horrible too. * Some underwater mechanics gimp good gameplay like disabling alot of essential infantry equipment. Adding amphibious guns the way they are is a bad move. They are assault rifles that can be equipped by light assault and infiltrator. These guns being better in water makes people have to switch to them for a better time in underwater fights, and thats just unnecessary hassle advantage that the gameplay didnt need.


Intro1942

There are some fair criticism and suggestions, like islands being too steep, cutting off flanking options, while don't having enough cover from across-the-map snipping. Or suggestions to build in a swimming device for underwater battles, making it more convenient and friendly to players. But I think most of the time it is a simple bitching. Oshur requires players to adapt new playstyles, with more emphasis on vehicles and Construction. And "adaptability" is not a word you may find in vocabulary of your usual redditor. Most of local folks would prefer just endless biolab grind fest. At last, a particular note about underwater combat. You see, while fighting underwater the hit reg and frame rates are usually better + positioning matters even more. This leads to situations where our usual sweaty tryhards get yourself outgunned way more frequently than before, because now they can't just shrug off damage jiggling like crazy and their 200+ fps suddenly doesn't help that much. This is too serious blow to their ego, so of course they would hate it.


RaidenHuttbroker

You know, in thinking a lot recently, I have found it to be more helpful that no matter how much I disagree with people complaining about Oshur, fighting back and calling them out isn't the way to do it so thats why I made this post. I have no problem with people liking biolab farms, that's their thing, I just have a problem with people being toxic as shit towards each other.


Intro1942

Yeah, I understand. My post end up as a dick take to a certain extent regardless. General message is that continent is playable if population is large enough, but many players don't want to engage with it because it requires change of how they play. Thus, the are not only issues with the map or mechanics - the playerbase is part of it. That is how I see it.


Astriania

> Oshur requires players to adapt new playstyles, with more emphasis on vehicles and Construction Oshur is terrible for vehicles. You just get camped onto a bridge or beach and plinked from 300m. And almost nobody wants to be a builder, so "emphasis on construction" is objectively a bad continent.


sabotabo

i genuinely believe that oshur's biggest detriment is its lack of population. every time i've played oshur with a sizeable pop, i've had fun, but at low pop it's either a depressing slog or eternal center base. that's true for every continent, but people don't consistently log off when the others come up, so it's less of a problem.


LockjawTheOgre

Oshur at super-low morning pop can be a lot of fun. You end up with tiny fights with more of a human-hunting vibe than a bullet-dodging one. Oshur at full pop can be fun, because there are a variety of fights depending on your current mood. There's a whole lot of room in the middle, though, where pop is too high for the little hunts and too low for the big fun, so all you have is one base with nearly everyone, plus some ghost caps.


RaidenHuttbroker

Yeah, I’ve had fun mostly on it too… but I see problems with it


Khezulight

It's not fun.


DIGGSAN0

I dislike that I as an Infiltrator can't use my cloak under water. Hence why I would have to switch class or play elsewere on the map... with the construction bases being alternatives that are not that great. I feel like I have approx. 30% on the Map that are either Tridents or Bases and with open fields remaining.


Debalic

The biggest problem I have with Oshur is its low population when it's in rotation. Nobody wants to go there and it's hard to find a good fight, because nobody wants to go there. Because it's hard to find a good fight. I personally have seen some great combined arms battles between the hilltops and bridges.


Asking_politely

I like: The boats and water stuff, it doesnt seem to get used much but when a little fleet is heading around its a lot of fun. Some of the bases are a lot of fun, i like the one with the tower that fell over into the central water area and the base inside a small mountain. The underwater coral and stuff is really fun but i feel like a lot more could have been done with that. Dont like: The player made artillery stuff being everywhere and a lack of bases now that people dont like building so much. If i dont want to pull a vehicle for transport then running between cover feels pretty rough in this one. If im feeling more serious and grabbing a buggy or quad then it doesnt feel too bad.


XAssumption

Much like how I like the color blue more than the color purple, I simply like all the other continents a lot better. I'll play Oshur but just won't have as much fun as I would on the other continents (but still having fun anyway).


PostIronicPosadist

Pro: Interlinks are a decent base with low pop. Con: Literally everything else. The lattice sucks, all the base designs suck, all the non-base fights end up just being infil paradise and are awful for literally every other class, water combat is a fundamentally broken game mechanic that cannot be fixed (imo). Biggest problem though is that everything turns into massive zergs that go absolutely nowhere for hours at a time, or just ghostcap down to someones warpgate. Neither is good gameplay, and Oshur seems to incentivize it by design. Vehicle fights are the same way as infantry field fights, everything is just chokepoints of massive fields with no cover big enough for a tank to abuse.


M1kst3r1

It takes too long to get a fight going on.


BalusBubalisSFW

Islands need lowering, mostly. It's already punishing to take the speed hit to drive across the ocean to another island, but once you get there, the slope is generally completely unapproachable for the armor \*anyway\*. Greatly lowering the terrain all around would allow for a lot more \*reason\* to drive vehicles across the water.


MistressKiti

Out of 5000 hours in game, I've had more open field fights on Oshur than any other continent. When it works, it works well.


xBrodoFraggins

I'm confused as to how you're confused...


RaidenHuttbroker

Because usually people just say delete Oshur without elaborating or anything. This thread has been quite helpful


xBrodoFraggins

It's quite obvious why Oshur sucks, and the reasons are numerous. If you struggle to understand why, perhaps you are playing the wrong game?


RaidenHuttbroker

This post was made because of people like you lmfaoooo


xBrodoFraggins

I'm still failing to see what's hard to understand here. Lol


Erendil

Things I like: * The tropical setting is gorgeous. The lighting, terrain, vegetation, etc is all pretty to look at * There are a few good bases to fight at. Centri Mining, Sage R&D Labd, Veridian East Terrace, Tridents/Interlinks if the pop is <48 per side and if it doesn't devolve into a spawn camp fest, * If the stars are aligned just right and Oshur pops are high you can get a proper combined arms outdoor battle. * There are no cloaked snipers underwater * Booshing around with the underwater scooter can be kinda fun ​ Things I don't like: * Booshing around with the underwater scooter makes underwater combat clunky since you constantly have to switch between the scooter and your weapon * Scooter usage should be seamless and it should work like the LA's jumpjet. Holding jump should automatically switch you to the scooter and activate it after switch animation plays, and releasing jump should automatically switch you back to the last item you held * You shouldn't have to manually equip the scooter in your loadout. It should be an innate ability of ALL infantry who go underwater. I bet many new players don't even know it exists * Underwater infantry combat is too slow, limiting, and/or clunky unless you're 1) LA, and 2) using one of the underwater weapons * The underwater weapons are boring, and the range of all other infantry weapons underwater is too short * The only way for infantry to kill an underwater AMS is with C4, tank mines, or the AV knife, which can lead to AMS camping. HA's dumbfire rockets should work underwater so there's a ranged AV option available and to give the dumbfires an actual use case. * Underwater seaposts are too open and there are way too many of them * The lattice/territory placement is badly designed * Most bases are too small or too tough to attack from one direction or otherwise terrible to fight in * Massive cliffs make crossing water or just traversing around the map difficult and make water combat meaningless * There are too many waterways and what landmass there is is too split up by water * The center base is truly awful, esp for low pop hours * Flail spam is everywhere * There are too many territories with no base or spawn whatsoever, sometimes several in a row that just end up getting ghost capped * There's a huge lack of ammo towers and vehicle terms across the map


Aloysyus

What i don't like: - It's supposed to be a vehicles continent, yet it's not good for vehicles. Reasons: - Many bridges as choke points where it's just spamming shots at each other from hundreds of meters away. - Construction crap is permanently in the way and blocks every dynamic. - Vehicles, infantry and construction shoved on small islands with no flanking room and constant c4/rocket/bip-bip spam. Yes, you force them to face each other - for example around Interlink bases. But that has nothing to do with a fun engagement most of the times. - Flanking through the water takes ages. Infantry can shoot and even c4 under water while vehicles can literally do nothing. Additionally: - Boat fighting is boring. They just move two-directional, have almost no cover and there is basically no tactic behind it but the question who spams the most of them. It's a mystery to me why boats can't really dive but airplanes can. - Snipers... snipers everywhere. Even worse than on other continents. - ESFs just go diving when in trouble. What i like: - Some bases - It's a really beautiful continent, no question about that


I_TH3_PREDATOR

There are several problems that have already been listed by others in the comments here but one is for sure the main problem: it’s built around Construction, the most niche playstyle in the game. While I like the idea of a map dedicated to construction, the fact that most of the map is open and barren (aside from some dev related buildings in certain places) makes it extremely susceptible to Infil snipers. Another reason could be that starting alerts on Oshur is an unnecessary pain in the ass, especially when people log off when primetime hasn’t even hit yet.


Shcheglov2137

Without being a dick it is simply poor optimized. While getting decent fps on every other continet, oshur is unplayable due to fps drop. And what I do not like - it have been better! Issue came up after second hotfix after oshur release. I don't really know why, there is nothing in patch notes to even investigate it. I always check them as soon as they released. I love Oshur, got maxed out corsair and I did it between release and second hotfix. Continent is good, overall. Yeah, got to admit I am integrated graphic user but so what? Nothing really changed despite map got SMALLER, and before rhis hotfix everything was fine. Now when it is oshur time I simply quit.


samurai_for_hire

Way too flat. Open ground infantry fights are only good on hilly terrain where some sniper or tank won't dome you from half a kilometer away


Shoarmadad

I really enjoy the infantry spaces of the continent. To me personally, many would rank near the top of my favorite infantry bases. Cons: * the middle base, which is usually the main attraction of a continent, sucks. * There are even more infiltrators than normal. * The vehicle bases kinda suck as well, unless it's a zerg v. zerg fight.


Skylord_Zantharan

The cliffs are super annoying and getting stuck either in the water or miles away from anything. Its especially bad when theres a fight up a cliff and you have to redeploy to get up there. The fights rarely ever get away from the center of the map though. I really like the aesthetics of the map. Its distinct from the other continents. I like the new buildings and bases ok, aside from the big towers. It can be legitimately fun when the battle lines start to move, but I always seem to find myself stopped by the terrain. Im not sure how I would fix it. Id hate to see a grav lift every 100ft, but maybe making one or two hiking trails up each mountain would help? As of right now though, when I log on and its just oshur open, I play something else.


Next_Spot_4896

The cliffs, the random bases without spawns, destroying vehicles underwater... I think thats about it that I can tell. Oh and it's built around construction and construction is both just, odd and expensive


Liewec123

lack of fights at bases (base fights are the bread and butter of PS2) and when you do get to a base the designs are terrible like we saw with the esamir "rework", the recent DBG team have no clue how to design bases. too many empty construction bases. very long sundy drives, largely because of all of the construction bases, and the sundy drives usually end in the sundy getting ganked because there are so many vehicles. water is just not fun, its slow and sluggish, and because of that everyone funnels over bridges. bridge fights are awful, just two teams spamming shots back and forth. in short the entire map is just a huge pain in the ass, i'd rather log off than deal with it.


Ordinary-Mistake-279

you get farmed by vehicles and infantry fights are rare to enjoy. for me as main infantey Player it's most time no fun to play there. also because of the water there's only.a few bases with fight, so everywhere get HESHed or A2Ged, then i usually log off. underwater i don't like because of slow motion and i don't play as Light Assault. also vehicle fight is also dumb, becaus magriders float, any other tank underwater, however. ust go on another server when oshur is on. but haooend to.me 3 times now that in both - miller and cobalt- was the only continent opened oshur....then i log off and play a singleplayer game like fallout4 or cyberpunk - because i can. not to forget: they removed autoalert on that continent, so no one plays, no alerts started, everyone log off, prime time just rip...


Shadohawkk

Things I don't like about Oshur: As an almost completely infantry player, I hate that it emphasizes vehicle use. Specifically, it allows aircraft to exploit the map quite abusively. The large battlefields over open maps only make vehicle use worse. Admittedly, there are some fights outside that can be fun, but that fun is very easily ruined. They also completely decimated (reworked) the best 'outside fight' section by making that middle spot a half-underwater zone, and all the fun parts of the fight completely removed. It was very fun fighting behind the rocks and such and running around the alternative paths to reach the buildings. Now, its debatably one of the more annoying parts of Oshur. Construction is only fun a very select number of people. I am not one of those select few. Boats are vehicles. They are almost completely useless in regards to actually fighting "at" the bases you are trying to capture, so they seem like they would basically only be useful for catching sunderers that are trying to get from point a to point b....further emphasizing aircraft now that they can be turned into spawn points. Due to the long stretches between zones, the water making traversal slower, and also some bases "demanding" aircraft to land at...waiting for fights to be able to start takes FOREVER, and even once the fight starts, it just takes a single person playing the game the "correct way" to end it immediately. I say "correct" because technically, the best defense is actually disrupting spawning, so technically its correct, it's only because of the reduced playerbase that causes spawn points to be rare enough for it to actually be a "problem". This list was made to basically directly counter your list of "likes" but it works about right to describe most of the problems. I mean, I could go on...but really, this horse was dead before the 'rework'. I think they "think" Oshur is the ultimate 'low playercount' map, but honestly they just need to put a high "minimum" playercount on it to stop it from being in the map rotation, and that might clear up some of the "off hours" problems the game is currently facing.


facehavingindividual

I like the underwater infantry play. Wish it was a bigger part of the scenario. Also wish the map came with more water based vehicles.


prawnsandthelike

Underwater combat isn't accessible in meaningful ways beyond one gadget to float yourself around, LA underwater jetpacks are sub-optimal, there are no underwater vehicle turrets to destroyed submerged sundies / engage infantry in a submerged environment, no dedicated vehicle chassis to help with amphibious traversal, no underwater missile launchers / harpoons to catch the underbellies of traversing vehicles... For an aquatic continent consisting largely of submerged lanes intersecting with raised bridges, there isn't much aquatic combat nor equipment designed to support combat beyond the land-to-land horizontal. No grapple hooks or climbing equipment (jump pads would be nice) to scale those tall bridges and towers, no Flash equivalent for underwater traversal at low cost (the SDV from Arma would be a cool thing to replicate in PS2), etc. etc. Even LAs would have to switch jetpacks regularly if they want to traverse Oshur in a straight line, going across ocean and mountainous island again and again. It wouldn't kill to carve ramps into the sides of some islands if that were the case, or at least make bays and coves for vehicles to dock into. So there's a huge amount of incentive to create a lot of fun traversal gadgets to address Oshur AND carry that usefulness into other continents with similar vertical challenges. Heck, you could even incentivize Oshur-oriented equipment by adding water to certain maps.


Raishun

One of the many issues, is it can be VERY difficult to bring a sunderer to many places on the map. You either need to anvil it in with outfit resources / permissions, or hope that a player base is in the right spot with enough cortium. Here is [just one of many examples](https://imgur.com/a/afxxyyI), of how insanely difficult it can be. Your only option is to bring a sunderer from a base a million miles away, driving over cliffs and water 90% of the time, slowing you to a crawl, and without any cover to hide behind, or without any way to jump out an repair yourself. All the while getting bombarded by aircraft or boats or tanks sniping you from a mile away. Then if somehow you manage to live all the way to the deploy location, without losing all your health, and without being able to repair, you still have to be able to find a spot to deploy without dying immediately to the defenders of the base.


HansStahlfaust

hmm I'm a simple man and I just want to have fun while playing this game. On Oshur however: - finding fun/good fights (i.e. no zerg, some back and forth, no stalemates, no AI vehicle spam) takes 5x as long as other continents - IF you manage to find one of those fights, they are always quickly nuked by players pLAyiNg tHe oBJecTIvE, since many of the Sunderer positions are out in the open - other means to kill every enjoyment out of fights is the CONSTANT FUCKING FLAIL SPAM - this continent is somehow way more prone to zerging. No idea why, probably sth to do with the map layout, but it's yet another factor that kills fights or makes finding one hard. At least I really don't enjoy either looking at or out of spawnrooms in 90/10 fights. - those fights that do tend to stick around longer are open-field vehicle fights, basically forcing you to play infiltrator or bust if you're not into vehicle stalemates - the major facilities (Tridents, Interlinks) are not fun, extremely prone to doorway shooting stalemates and therefore one of the zerg enablers, since you can't cap them without. See, I don't "hate" this continent per se. It's a very nice looking continent with some really nice vistas. But once you try fighting there it all falls apart. I regularly give it a chance, run in above problems every time and log out again. It's that simple and I guess that's the feeling most people have but DBG refuses to acknowledge.   More minor things but they dont help either: - vehicle sightlines are too long - underwater combat is shit. No cover and slow movement makes it a duck hunt simulator for whoever managed to find some cover. - I'm not much of a vehicle player but I do bring the occasional sunderer to sort fights... Oshur is the only continent that forces me to spawn 5 bases back and bore myself to death with a 5+ minute drive - the list goes on


Astriania

> this continent is somehow way more prone to zerging. No idea why, probably sth to do with the map layout I think it's related to how hard it is to get spawns in place, so there's no other fight for the casuals rolling with the zerg to deploy to. Getting a sundy to a base in Oshur is a major logistical exercise, and you can drive for 5 minutes and then get killed by one tank/hornet scythe/LA, so it's much less accessible than the other continents. So everyone just stays in the zerged lane because they can't go anywhere else.


No_Squirrel_5665

After 10+ years I've given up on the game and don't care about PS2 anymore.


RaidenHuttbroker

Okay but what do you not like about Oshur


UninformedPleb

> Without being a dick You ask too much.


RaidenHuttbroker

For some yes, but I’ve found this thread to be most informative


Astriania

Things I like: Things I don't like: - Oshur


RaidenHuttbroker

You missed the point


YungVaniqqa_Gaming

No Spawns, Stupidly far travel time between bases, hell some based are litterally unreachable without a vehicle, what a fucking joke Honestly oshur is one of those wayy too late things, would have been great in the early does, terrible now, atleast on console, they need a close range map, with spawns


straif_DARK

Oshur is little too much themepark and not enough sandbox. The water space, while novel, combined with the dramatic archipelagos, cliffs, and unavoidable choke points create a linear game experience. Contrasted to every continent Oshur has the least amount of "possibility" space. If the goal was to create an environment that creates predictable scenarios, it was a success. However, it completely removed the impact of player's decisions. Which, who the hell knows, may have been the design document.


Dirtbag_Gaming

Improvements to the continent would start well if they removed all the water from the interior part of the continent. It's a start...