adamts01, on 22 January 2016 - 06:27 AM, said:
That's a very good point. I absolutely hate the way this game had been moving. Next match, next match next match. 20 seconds it too long for so many of these ADD kids to wait for their next 4 minute long match then reload and start over. This map requires patience, scouting, and tactical movement. It definitely leans towards simulation and away from arena shooter maps that look like paintball courses. It's just an open battlefield. It's beautiful and realistic in it's simplicity. And absolutely any tactic or build can work if your team maneuvers properly. It's great.
There is a moment at the start of each match on this map where I think... we could literally go anywhere from our starting location. The enemy has to deal with this fact, and as much we need to send scouts out on each flank to figure out how they're responding to this same freedom. Light mechs have the terrain with which to stealthily move up and escape if necessary. The map is the perfect size for those scouts to retreat to heavier forces before getting chewed up if they duck and weave well.
It's a beautiful creation and I wish I could play it all the time. Literally no other map has this. I know that PGI was heavily inspired to create a MW4 map in theme, but this has turned out to be so much more.
EDIT: It's also rare to ever feel that you have a map extremity in any given direction at any time. Rather, you're more focused on where your allies are than where map boundaries end. As there is a natural urge to retreat towards friendly forces, the map can sometimes feel effectively boundless.
Edited by Hornsby, 22 January 2016 - 06:34 AM.