Alpine Peaks
#1
Posted 16 March 2013 - 06:22 AM
Our battlemechs can climb some of the steepest inclines and get to the very top of the mountains only to have those we can see out of our range and those who are in our range so far beneath us that we cannot get LRM targeting. Then to basically fall off the mountain with little to no damage because we can walk down that steep incline at full throttle....
The top of the peaks should be the domain of jump capable mechs as spotters and those of us without jump jets should be relegated to the more gentle slopes and valleys to have big stompy robot wars. Not everyone will agree, but I am very curious as to how the dynamics of the battles and tactics would shift if the mountains acted as funnels for the majority of the forces while only jump capable mechs could find the enemy. To come around a bend and run smack dab into the whole enemy force, or to have to go on search and destroy. Now, this may lend to cap rushes because alpine is too big to backtrack much, but that is not much different than what we have now.
Thoughts?
#2
Posted 16 March 2013 - 06:24 AM
there needs to be more cliffs and less slopes. the entire big mountain should be sheer on the southern side.
#3
Posted 16 March 2013 - 06:40 AM
#4
Posted 16 March 2013 - 06:48 AM
#5
Posted 16 March 2013 - 06:57 AM
I would consider it the same as going up Level 2 elevation... which is 3 movement points in tabletop. So a Raven that's normally 9 movement (145kph) should be more like 3 movement (48.6kph) when going up a very steep incline.
Edited by Khobai, 16 March 2013 - 07:04 AM.
#6
Posted 16 March 2013 - 07:06 AM
There are terrains that mechs simply cannot traverse either. Alpine SHOULD be a place where Spiders and Jenners hold the heights, sniping at fat Stalkers and Atlases, forcing the OpFor to deploy their own screen or to try to push through the harrasing fire to their objectives.
#7
Posted 16 March 2013 - 07:07 AM
#8
Posted 16 March 2013 - 07:13 AM
Training Instructor, on 16 March 2013 - 06:40 AM, said:
how is a spider supposed to reign supreme anywhere?
Khobai, on 16 March 2013 - 06:57 AM, said:
I would consider it the same as going up Level 2 elevation... which is 3 movement points in tabletop. So a Raven that's normally 9 movement (145kph) should be more like 3 movement (48.6kph) when going up a very steep incline.
this is a better idea than only letting JJs go up the hills that way mechs can still get up the hills (and get sniped/LRMed to death
Bishop Steiner, on 16 March 2013 - 07:06 AM, said:
There are terrains that mechs simply cannot traverse either. Alpine SHOULD be a place where Spiders and Jenners hold the heights, sniping at fat Stalkers and Atlases, forcing the OpFor to deploy their own screen or to try to push through the harrasing fire to their objectives.
I don't know about you but if there was a jenner up on a hill sniping people I'd just throw a volley of LRMs at it and be done with it. or sick the neighbourhood PPC stalker/phract on it.
#9
Posted 16 March 2013 - 07:29 AM
#10
Posted 16 March 2013 - 07:47 AM
#11
Posted 16 March 2013 - 07:51 AM
IMO alpine is the best in certain areas but the worst in others.
Alpine does an amazing job of introducing a vertical element to the game. However game balance on alpine is atriocious and often degrades into whoever has the most light mechs wins.
#12
Posted 16 March 2013 - 07:57 AM
As for it being " tedious", welcome to war days, months and weeks of mind numbing boredom punctuated by seconds of absolute terror. It's called manouevering, and maybe it'll help get people to pilot something besides Stalkers and Atlases.
@Khobai, TT also had immpasible terrain. A mech cannot traverse a level 1 hill that instantly turns to a level 5, for instance. Many of these peaks are similar. The retain is not unlike that mentioned in the old 3025 TRO WHere Wolverines and Phoenix hawks were able to repel a large force using the mountain tops, where the heavier assaults could not reach them.
#13
Posted 16 March 2013 - 08:39 AM
Quote
Yes but the goal is not to force everyone into jumpjet mechs the same way that streaks/lrms force everyone into ecm mechs. We want jumpjets to be useful but not compulsory. likewise ecm should be the same.
If you required jumpjets to get on top of mountains there would literally be no reason to use any mech without jumpjets on alpine (assuming we can pick what maps we play on in the future). It would be extremely boring if you were limited to a choice of 3 different mechs when playing alpine.
So I think the best compromise is to allow mechs to climb mountains but at a significantly reduced speed (although there should be a minimum speed of say 40kph so assaults arnt punished too badly). So having jumpjets would still be a huge advantage, but an advantage you could do without.
And yes TT had impassable terrain. But assaults also had way more weapons and armor proportionally in TT than they do in MWO. Assaults get very little to compensate their lack of mobility in MWO. So I see no reason to limit their mobility even more. Assaults are already borderline obsolete on alpine so why make that problem worse?
Edited by Khobai, 16 March 2013 - 08:52 AM.
#14
Posted 16 March 2013 - 08:45 AM
#15
Posted 16 March 2013 - 08:47 AM
Just as there are places too tight on most maps for an Atlas to drive through, there will always be (or SHOULD) always be areas that aren't universally accessible. As long as win/loss doesn't balance on it. And if people bring a top heavy team with no jumpers to chase down that last enemy Spider, too bad. Go cap.
#16
Posted 16 March 2013 - 08:55 AM
Quote
I disagree. Alpine is way more vertical than river city. If you start limiting what slopes mechs can climb up its going to become compulsory to have jumpjets on Alpine. Not only that but the routes mechs have to travel then become highly predictable and you always know where the enemy is going to be.
#17
Posted 16 March 2013 - 08:59 AM
#18
Posted 16 March 2013 - 09:01 AM
I have played it a lot now, and I am so completely sick of it. It's the worst map available, because the same thing happens every time. First everyone spends 2 minutes walking out to the Epsilon area, even on Assault. Then a massive battle breaks out where one team is quickly wiped out. That's pretty much the end of it.
Don't even try to tell me "well do something else then". I have looked for other strategies to use on this map. They are virtually non-existent because the map is so stupidly big, open and plain. Your team needs to win the brawl at epsilon, or you are 99% likely to lose the match. If your team doesn't stick together, and they branch out to different areas, they will simply be crushed one piece at a time. If you can convince your whole 8 mean team to go somewhere other than Epsilon, then you are just turning a 2 minute walk to combat into a 6 minute walk.
A lot of people seem to be getting sick of this map, and just want to get it over with as soon as possible. If a quick base cap victory is possible a lot of times people will just go for that instead, just to get the match done with.
#19
Posted 16 March 2013 - 09:03 AM
#20
Posted 16 March 2013 - 09:04 AM
Synra, on 16 March 2013 - 09:01 AM, said:
It's one of the few maps where ambush is a viable tactic, for a start.
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