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Map & Mode Review #4: Canyon Network

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#1 Wildstreak

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Posted 15 June 2014 - 11:46 AM

I previously did a review of Turrets before the patch that lowered Turret Health. I was going to follow it up further and in writing, the follow up evolved into one for each map (similar maps grouped together) covering all three modes.

COMMON HEADER INFORMATION TO ALL MAP & MODE REVIEWS
Maps will either be listed with Smurfy links when you can mouse over Lance and Turret locations to see what is where at match start. I will provide a map image or two of my own modified from Smurfy’s with marking showing in White outlined areas where typical combat is at least in my ELO bracket and possible recommendations for new Turret locations for reasons described, these will be in SPOILER sections. If two maps are similar (ex: Frozen City & Frozen City Night) I will combine them into one review noting any differences between them.

This is the first in the series on a map with 2 versions I especially dislike in one mode.

I would like to note one common thing about Turrets on all Maps.
With a LRM Turret having 2LRM10s (unknown if Artemis is present), I think of these as a Medium LRM Mech.
With a Laser Turret having 2 Medium Lasers, these are slightly less firepower then even a Locust.
Given the ‘Mech equivalent strength of the two Turret types, I believe the LRM one may be one launcher size too big and should be dropped to twin LRM5s.

CANYON NETWORK
Both maps have the same Lances names opposite each other (Alpha vs. Alpha, etc.). Given that any pre-mades will usually be in Alpha, that means if there is one pre-made per side, they start against each other.

Now let’s get you the Visitor’s Guide. Note, some of the locations are called by Community Names I know of, others I don’t and some I just plain made up.
In this map:
Spoiler

The White Line is the only water on the map, a River and has no deep points to be relevant.
The Green line is the rail and uses bridges that might be useful for high ground crossings.
Purple lines are natural rock bridges used to cross canyons.
Orange lines are locations where any Mech can change elevation easily.
Yellow lines are locations where I can change elevation using a 80 ton Mech with a STD330 with zig-zag movement. I only recommend using these if no enemies are around, doing this with opponents when going from low to high ground can leave you a target while climbing.
Note - there are other spots where elevation can be changed, it depends on the Mech you drive. Best to find this out by taking your Mech and going into Training Grounds then just driving around to get a feel of what you can do with that Mech on this map. There are spots I did not mark where I could just run up walls in a Locust with a 180XL.

SKIRMISH MODE
Spoiler

Gameplay - A majority of the map noted by the White circled area sees fighting except for the 2 row area, the team that starts here usually moves out of it fast enough through various means and rarely if ever does anyone move fighting into the 2 row.

CONQUEST MODE
Gameplay - Combat happens all over and has some lance on lance action. The Alpha lances will fight over Epsilon, this is important to note as Alpha is supposed to be where pre-mades get assigned first. If you find yourself in an Alpha Lance and are not in a group, you and your 3 Lancemates may go up against a pre-made team here and on other maps like Alpine Conquest.

ASSAULT MODE
Gameplay - Like Skirmish, combat usually happens within the White area. There might be 1-2 more than needed but on this I am unsure given how little base caps are tried.

PERSONAL CHANGES SUGGESTIONS
I really recommend no changes to anything. I am still debating personally the defenses of the 2 Assault bases, I am currently leaning the A3 base has better protection than the F3 one but not sure how much better especially given how little people try base capping.





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