Do you like energy builds? Stacking PPCs? Wub-Wub-Wub?
Welcome to Frozen City! This is by far our coldest map, overheating here will not only give you a severe punch in your face, you get also free LOLs from the rest of the players.
This map is most forgiving with heat, so expect hefty fights with no retreats to cool down. In fact, I see more mechs overheating here than on normal heat maps because people tend to forget about their heat.
Beside low heat, you have low vision – the daytime variant is foggier than forest Colony, the whole match is in a big blizzard. Daytime is time for Heat Vision, seriously. In the night, everything calms down, there’s nearly no fog at all and you can see a beautiful sky. No fog means more sniping of course, but don’t worry, this map has enough cover and is so small that you’ll end up in tight fights, maybe with a guessed maximum of 300m-400m.
Hotspots:
Drop Ship
In the middle of the map, at the border of (C3/C4) is a crashed drop ship on a ridge. This was a mech transporter, you even can find old mechs inside. Hiding in the ship is a bad idea, as is going straight through the breach.
Nearly every game consists of the south team getting to the ship and starting poptarting where as the north team tries to hide at the houses (B3/B4) and snipes back.
A bit west from the ship is a path over the mountain, behind a single house, but you’ll still get your mech handed to you if you try a glorious (=dumb) push with guns blazing.
Tunnel
This is a tricky one. Before the seismic module and 12vs12 you could literally sneak an army to the other side of the mountain.
This normally meant victory by cap or by kills if you were unseen. Today, even after the big seismic nerf it is still dangerous here. Fighting in the tunnel can be fun but suffers the same problem as all the other tunnels, see Forest Colony for this.
Eastern city
With this I mean the Buildings at (C4). These are large which means no LRM threat. Streets are narrow, though and movement can be tricky here.
On top of that, whoever comes here first has the advantage, be it high ground or better field of view.
Routes:
Tunnel (blue)
The fastest route and the most interesting one. You should always get some mechs in there, at least some scouts. If you don’t, you will have something like 6 Assaults or more in your back (if you are the scout, chances are you find them too in there, at least to my experience).
There is one extra exit in the middle of the tunnel, greatly favoring the south team.
Poptart route (green)
Going for the ship means hiding and long range shooting. I have to say I don’t like it and try to break out of it as much as I can but sometimes it just needs to be done.
South team has again an advantage, more so if they manage to pull the north team to the bottom side of the ship. You really need a flanking move here or this will be a big slugfest, wearing off both sides.
Going East (red)
This is the alternative for everyone who sucks at jumpsniping or is mainly short ranged. Stay low from both sides and be fast and stay tight.
If the enemy has 4 mechs in the city and you get there one after another the match is over. It is really important to keep a little mech blob here, maybe 2-4 mechs who all can shoot at the same target (which means they stand beside each other, not behind).
If it is getting too hot, you can always jump down the cliff on the east but be aware without jumpjets you just bought yourself a long walk at the beach till you’re back in action.
Flanking routes:
Beside “tunneling” the enemy you can take the long run where Theta in conquest is. In assault mode you’ll likely be unseen until the enemy gets the “base under attack” warning. Best thing here is, there are some ramps that will get you in the back of the enemy, from both sides.
Worst thing is the low ground, even with jumpjets it’s nearly impossible to get up without a ramp.
Detailed Viewpoints:
Picture is taken from the tower in the eastern city. Behind the marked building top right is the northwestern, upper base, far on the left is the southern, lower base.
Those purple fields are the main fighting and dying areas. Whoever pushes first here will likely lose the first mech.
Pushing from south, you want to get to the western city asap, maybe partly through the tunnel. Sometimes you can see mechs passing behind the dropship.
Only do this if you can get to the eastern city, running over those purple plains is not a very bright idea, not even in late game.
This was on the top right corner of the map, you can see all bases/cap points with Theta directly in front of you. I just want to show that big cliff where all those big mechs (purple markings) will stand, shooting every little mech trying to cap (or circle battling).
This is a dangerous place, no reason to stay here for long. Note that there’s no direct way up from Theta.
This is inside the tunnel, coming from north. The tunnel is bright and clear but still narrow. Fighting with more than 2 mechs here will lead to friendly fire or fire blocking at least.
Night and Day by comparison. Down in the streets it’s getting worse with the fog and I’m not quite sure but afaik there is a dynamic weather element just like the rain on Caustic Valley. (nonetheless you only get “bad storm” and “even worse storm”).
Conquest additions:
At the start of the match, check your light mechs. If there’re some, get them to Theta asap. No stop at kappa/epsilon, no detour, get straight to Theta. But don’t go alone.
3 possible Outcomes:
First: No one there. Good.
Cap and run for the other base.
Second: one light enemy mech. Good.
You need to finish him off fast, though. After that proceed to enemy base.
Third: More than one enemy mech. Not good.
Doesn’t matter if lights or fast mediums, this will end in a circle fight with 4-6 mechs.
This will likely drag more (heavy) mechs down the ridge, mechs that should stay up there. Even if you can finally kill all those mechs down there, chances are, the rest of your team is dead or severely damaged.
In this case, I’d suggest a retreat to the next way back to your city cap point (Kappa/Epsilon) or wherever your main force is. Maybe you can even bait the enemy to follow you.
On this map, it’s really easy to get lost, either in cap points or in standing mechs. You can fight off those 2 Lights for 5 minutes, only to see that everyone else is dead and that this will end 2-12.
Or on the other way you fight well but forget about the cap points and get outcapped. The map is small, but capping takes forever, a 100 points advantage is nearly a win.
That’s why a fast theta cap is so important.
Frozen City (Night) [Post December 2013 Update]
No change. Skirmish puts both teams even closer with a slight “advantage” for the south team to be faster at the dropship or the eastern city.
Edited by 627, 28 January 2015 - 03:41 AM.