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Polar Highlands - Too Big - Move Spawns


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#1 Mazgazine1

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Posted 19 January 2016 - 01:17 PM

Just finished 4 runs on the new map.


and EVERYONE that has already played the map states - "Its too damn big"

All the people experiencing it for the first time "holy crap this is huge"

Pros - I really like the layout - not many cliffs or spots to stop someone from running out of sight, the detail and the snow dunes are really cool. I've ONLY played it with my Locust and I really like dodging around with it, the map has some great ideas in it.

Cons - its TOO DAMN BIG. But this isn't a major problem. What needs to be done, is for the players to start closer together. Both teams drop within 1.5km of each other i some random location. This allows for instant action, and employing smart manoeuvring with all the extra room.

Side-CON - I have seen a LOT of LRMS for this map, but there is absolutely zero cover from them unless you move fast enough. As a Locust I can outrun most of it, but a narc beacon maybe your end on this level. LRM deaths are by far the most frustrating to experience.

Havn't played Assault or Conquest so no Idea how those are laid out. Can't say anything about them yet.

#2 Oderint dum Metuant

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Posted 19 January 2016 - 01:23 PM

Moving the spawns closer together to give instant action would ruin the feel of the map imo, the size allows you to move out and not see so much nascar'ing as you do on the moba style maps we have.

#3 Irishtoker

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Posted 19 January 2016 - 01:28 PM

Haven't played it yet, but i came here for feedback about the new map.

Huge can be good, much better than another Tour Desert where the teams collide almost instantly.

I'm a bit concerned about finding cover from LURMs, but where theres a will an a quick mech...there's a way.

Edited by Irishtoker, 19 January 2016 - 01:54 PM.


#4 Mazgazine1

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Posted 19 January 2016 - 01:43 PM

View PostDV McKenna, on 19 January 2016 - 01:23 PM, said:

Moving the spawns closer together to give instant action would ruin the feel of the map imo, the size allows you to move out and not see so much nascar'ing as you do on the moba style maps we have.


No, Nascaring is WORSE on this map.

there is at least 2 minutes of solid nothing before anyone is shot at,and you literally have no idea where it could be from.

In Alipine,Forest Colony, and Tourmaline at least there is some possible routes, but this is BIGGER then them, without any direction. When I play these maps I know I'm going to run into something eventually, with Highlands I could be wandering for awhile.

Hence the need to put spawns closer together. It doesn't detract from the map at all, it actually allows you to correctly use the trenches in some fashion. With the way this map is built, you could have at least 6 different locations to spawn both teams and it'd be completely different place to fight in.

Also remember, pugging needs direction, you can to whatever you want when going 12-man but solo pugging needs SOMETHING to work with, or follow.

#5 Ano

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Posted 19 January 2016 - 02:08 PM

Haven't played the map yet so can't offer an opinion on whether it's *too* big, but the idea of more than 3 spawn points per side could be worth investigating -- if it is that big, then having a couple of different sets of starting points (with the intent of at least starting the battle in different places) might be interesting.

#6 Native

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Posted 19 January 2016 - 02:09 PM

Im not sure you know what nascaring is... what is there to nascar around? in order to nascar, you need 1 big defining feature in the middle of the map... not seeing that here. walking for a few minutes before finding the enemy isn't nascar.


there's no pleasing you people... they put a big landmark on the map, people whine about being to predictable... make the map open with no defining feature, they whine about not being predictable. I say Good job on the new map

Edited by Native, 19 January 2016 - 02:11 PM.


#7 Brienne

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Posted 19 January 2016 - 02:11 PM

One ennemy left. "Let's hope he'll fight, we have no lights" :D

#8 Heckbird

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Posted 19 January 2016 - 02:19 PM

View PostMazgazine1, on 19 January 2016 - 01:43 PM, said:


No, Nascaring is WORSE on this map.

there is at least 2 minutes of solid nothing before anyone is shot at,and you literally have no idea where it could be from.

In Alipine,Forest Colony, and Tourmaline at least there is some possible routes, but this is BIGGER then them, without any direction. When I play these maps I know I'm going to run into something eventually, with Highlands I could be wandering for awhile.

Hence the need to put spawns closer together. It doesn't detract from the map at all, it actually allows you to correctly use the trenches in some fashion. With the way this map is built, you could have at least 6 different locations to spawn both teams and it'd be completely different place to fight in.

Also remember, pugging needs direction, you can to whatever you want when going 12-man but solo pugging needs SOMETHING to work with, or follow.


The map's size gives reasons for light mechs to scout. Which just isn't really needed on other maps because they are so small and the action only takes place in a few given areas.

If you need some direction on where to go in the map maybe you should try the map in assault or conquest.

#9 B L O O D W I T C H

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Posted 19 January 2016 - 02:24 PM

Make the map even bigger!!

#10 TheSilken

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Posted 19 January 2016 - 02:27 PM

Feels good, like a PGI version of the MW4 Alpine map. Not as good imo but definitely better than others PGI has made. Plus you can actually see worth a damn which is practically unheard of for PGI lol.

#11 Alienized

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Posted 19 January 2016 - 02:27 PM

imho map has perfect size.
you dont have to nascar, you can go solo all around in the back of the enemy team too.
the blank ice field in the middle is dangerous... i avoid it straight away. you can fight literally everywhere.
fight can start everywhere out of the sudden since you mainly run around hidden.

its so much fun :D

#12 Felbombling

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Posted 19 January 2016 - 02:36 PM

The uncertainty of when/where first contact will be made is rather refreshing, from my perspective. I love the new map.

#13 Tjaresh

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Posted 19 January 2016 - 02:54 PM

I just did about 5 turns of skirmish, conquest and assault on this map.

Overall I simply hate it. Being a heavy mech pilot means it takes hours to find the enemy. Most of the times one team just stays in the cover of its barracks while the other team tries to get close enough to fight.
Fighting means, first you get hit by any number of LRMs, then some more, and finally you get torn away by ER-Large Lasers and Gauss. All of that happens while you're still about 800m away. No chance to fight in a mech that isnt fitted for long range.
Generally this map is a gift to all LRM-Boats. I had matches where i was torn away by LRM just for poking over a hill for the first time. No chance to cover or move away in a 70t mech. Its so embarrassing to die with 15 dmg done when normally you do about 400 to 700 dmg
There are some maps that favor a certain kind of gamestyle, but I never saw any map that renders every mech except long range nearly useless.
In my opinion: Put it out of the cycle and back to scratch

#14 eXhum116th

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Posted 19 January 2016 - 02:55 PM

This Map, is really big.
Clan Large laser friendly, Gaus und Lrm. This is my problem, i have only mechs with distance 220m to ~350m.
4 Times this map, with my IS Mech's i Was down from LRM or Large laser, and i never make a shoot.

#15 BansheeNTD

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Posted 19 January 2016 - 03:27 PM

its a 32 vs 32 map <.<

#16 Mulgrew

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Posted 19 January 2016 - 03:44 PM

yup love the new map, nice range for assults to snipe and run round a bit while ducking into cover and as to the lrm issue theres lots of places to duck into cover or get to some buildings for cover hope this is the direction all new maps will take

#17 Damia Savon

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Posted 19 January 2016 - 03:44 PM

Thank the Goddess for a map that caters to something other than face to face brawls. If your mechs are all short range then broaden your horizons.

FFS, take AMS! End of story.

#18 M T

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Posted 19 January 2016 - 04:11 PM

At first glance this map seems worse than Alpine.

Granted Ive only ran through it for a few minutes, but its like one flat giant winter map with alot of garbage everywhere.

#19 Herr Vorragend

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Posted 19 January 2016 - 04:18 PM

This map simply rocks! Finally a map with tactical options. The size is perfect for 12vs12 and delivered exciting matches so far.
And I enjoyed the absence of nascar pretty much. Please give us more maps like this:)

#20 Nick Tsunami

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Posted 19 January 2016 - 05:18 PM

I disagree with the comments about the map letting no options but snipe and lrms. I've seen people (and did) use the crevices to actually close range and flank fairly efficiently, even launch surprise flanks. Of course you can spot them easily if you stand on top of the small hills but there you are sniper/lrms meat... Lights can actually go around and spot/tag better than the slower 'mechs which bring some semblance of role warfare

However, it DOES suck to be Narc'd within lrm range on this map... :)

It's a nice change of pace from the other maps.

Like the size too.





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