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Bigger Maps


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#21 Sean von Steinike

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Posted 28 February 2013 - 01:50 AM

Bigger maps, heck yes!

#22 Bullseye69

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Posted 28 February 2013 - 02:05 AM

I would love more maps the size of alpine. We are slated for Desert, Volcano, Canyon according to last week answers.

Tourmaline Desert. Canyons and Volcano are blocked in a looking amazing. Some exciting 3x3 fighting (3 routes, 3 height levels).

Ya they answered a posted question by me.

I love the new mech retrieval unit on the map in D-5 with the Atlas racked in it.

As far as combat in assault being in one place that the location that fast mech can run back and stop a base cap on high side by one lone mech. But in all honesty if your just going to cap win then play conquest and leave assault mode to us fighters now stepping on base to get someone to break defense line is a valid but when your just capping with your 3 buddies time after time then you really need to play conquest, I love conquest mode even in my Jenner since I can use my speed to stick and move and that what light mech suppose to do. It fun and even though I loose and get dead a lot it still fun for me.

#23 DogmeatX

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Posted 28 February 2013 - 02:10 AM

Bigger maps are great, I want all the existing maps to be made bigger too!

The related thing I would like to see is to at least be able to see which map is coming next and be given some time to select loadout before dropping even...

Edited by DogmeatX, 28 February 2013 - 02:11 AM.


#24 KrazedOmega

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Posted 28 February 2013 - 02:17 AM

View PostSmilingElf, on 28 February 2013 - 01:19 AM, said:


I think this is what scouts are for...

You know, that whole Role Warfare thing.


Last time I checked scout mechs couldn't see any farther than any other mech.

#25 Steinar Bergstol

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Posted 28 February 2013 - 03:09 AM

View PostKrazedOmega, on 28 February 2013 - 02:17 AM, said:


Last time I checked scout mechs couldn't see any farther than any other mech.


They are however considerably faster than other mechs and can cover a lot more ground, allowing them to go check out areas other slower mechs might not get to for some time. That speed also allows the to more easily disengage from combat if they run into trouble and even lead overzealous enemies into ambushes set up by their slower compatriots, given a littel in-team communication.

#26 Demos

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Posted 28 February 2013 - 03:35 AM

View PostSteinar Bergstol, on 28 February 2013 - 03:09 AM, said:


They are however considerably faster than other mechs and can cover a lot more ground, allowing them to go check out areas other slower mechs might not get to for some time. That speed also allows the to more easily disengage from combat if they run into trouble and even lead overzealous enemies into ambushes set up by their slower compatriots, given a littel in-team communication.

+1

Larger maps for more tactical warfare (and 12 vs. 12 teams), yes.

Edited by Demos, 28 February 2013 - 03:35 AM.


#27 KrazedOmega

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Posted 28 February 2013 - 04:46 AM

View PostSteinar Bergstol, on 28 February 2013 - 03:09 AM, said:


They are however considerably faster than other mechs and can cover a lot more ground, allowing them to go check out areas other slower mechs might not get to for some time. That speed also allows the to more easily disengage from combat if they run into trouble and even lead overzealous enemies into ambushes set up by their slower compatriots, given a littel in-team communication.


Yes, but that's still not the point. A map where you can see for probably 4000m+ into the distance, almost to the horizon if it wasn't for the fog, yet you can only visually acquire mechs at around 1500m. Whether it's a game engine limitation or one set by PGI it makes the extra distance of large maps feel like a waste.

Imagine standing on the elevated spawn point in River City and not being able to see enemy mechs at their spawn point. And only when they move into the upper city does the game engine finally draw them in and you can spot them. Raven or Atlas, it wouldn't matter. You can only see them when the game says you can.

#28 Tetatae Squawkins

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Posted 28 February 2013 - 04:52 AM

Alpine is about the largest I think current gamemodes can handle. Anything bigger is getting into sperglord 'walk around for 10 minutes without seeing anyone' territory.

#29 Steinar Bergstol

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Posted 28 February 2013 - 05:08 AM

View PostKrazedOmega, on 28 February 2013 - 04:46 AM, said:


Yes, but that's still not the point. A map where you can see for probably 4000m+ into the distance, almost to the horizon if it wasn't for the fog, yet you can only visually acquire mechs at around 1500m. Whether it's a game engine limitation or one set by PGI it makes the extra distance of large maps feel like a waste.

Imagine standing on the elevated spawn point in River City and not being able to see enemy mechs at their spawn point. And only when they move into the upper city does the game engine finally draw them in and you can spot them. Raven or Atlas, it wouldn't matter. You can only see them when the game says you can.


I try not to imagine River City at all if I can possibly help it because it's the map I loathe most of all (particularly River City Night). That said, not being able to see eachother from spawn to spawn is a wonderful, glorious thing. I wish every map was big enough to prevent that. The 1500 meter max draw range I don't really see as a problem. That still allows fighting at significantly increased ranges on Alpine compared to what happens on the cluttered and claustrophobic small maps. Would I like somewhat greater view distance? Sure. That'd be nice, but that doesn't change the fact that I don't feel the size of Alpine is wasted and that I want every new map to be as big as Alpine or bigger.

Bigger maps. More mechs in a battle. Longer battles rather than the 3 minute claustrophobic clusterfrags we've gotten used to with the old maps. I want all these things.

#30 Ceesa

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Posted 28 February 2013 - 05:11 AM

I hope to one day actually play a match on alpine. 40+ matches since patch and haven't had it once.

#31 Shadow 101

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Posted 28 February 2013 - 06:22 AM

View Postcrabcakes66, on 28 February 2013 - 04:52 AM, said:

Alpine is about the largest I think current gamemodes can handle. Anything bigger is getting into sperglord 'walk around for 10 minutes without seeing anyone' territory.


Thats why I keep saying an option to disable big maps in your game rotation. Not everybody likes more tactical cat and mouse sized maps. But if we had 40vs40 :P

Edited by Eblean, 28 February 2013 - 06:24 AM.


#32 Penance

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Posted 28 February 2013 - 06:41 AM

i'm fine with bigger maps, but as others have said, you need more people, or things become boring.

I find this happening with alpine from time to time. IF both teams do a circle in opposite directions it takes longer to find each other...if they start adding more maps, then ONLY those maps alone should have people drop 12v12.

#33 DeadlyNerd

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Posted 28 February 2013 - 07:33 AM

View PostPenance, on 28 February 2013 - 06:41 AM, said:

i'm fine with bigger maps, but as others have said, you need more people, or things become boring.

I find this happening with alpine from time to time. IF both teams do a circle in opposite directions it takes longer to find each other...if they start adding more maps, then ONLY those maps alone should have people drop 12v12.


Like I already said, cut the map in 2x 2/3 (yes, that means areas of the both parts will overlap) and use both as 8v8. Use the whole map as 12v12 and use the current small maps as 4v4.
I don't mind huge maps but I do mind when they just mean a wide open unusable space.





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