

New Map: Tourmaline Desert Map Feedback
#41
Posted 19 March 2013 - 07:19 PM
#42
Posted 19 March 2013 - 07:25 PM
has anyone else had this problem.
#43
Posted 19 March 2013 - 07:36 PM
#44
Posted 19 March 2013 - 07:41 PM
#45
Posted 19 March 2013 - 07:47 PM
Vocis, on 19 March 2013 - 02:19 PM, said:
I have played it several times and each time both teams did nothing but camp their spawn and never move outside of it.
Sounds like you're dropping with noob hordes. Up your ELO and you'll see that 'sniper based metagame' is a lolz

#46
Posted 19 March 2013 - 07:54 PM
But the desert is far from perfect. It suffers from the same horrible gameplay problem that Alpine does. It's stupidly massive in size just for the sake of being stupidly massive. We are not realistically utilizing all of this landscape. Every game simply involves a very long boring walk out to the middle theta area where we fight, just like how in Alpine we take a long walk out to the Epsilon area to fight.
All this is doing is creating a massive problem of the bases being way too far away. This provides nothing positive to gameplay, other than making it even easier for fast mechs to cheese a win with captures that the slower mechs have basically zero ability to deal with. And no, "leave base defenders" doesn't work out so well either, we tried it.
A friend and I played quite a few matches on this new map today, and we both came to the same conclusion. This map would be a LOT better if it were closer to the size of Forest Colony. The landscape is pretty, and has a fun style of hills and walls, but it needs to be a lot smaller for better gameplay.
Also, I think there is something wrong with the heat on this map. It's supposed to be the hottest map yet, but my friend and I were experiencing NO heat problems here. It's nowhere near as hot as caustic valley is.
Edited by Synra, 19 March 2013 - 07:56 PM.
#47
Posted 19 March 2013 - 08:10 PM
Synra, on 19 March 2013 - 07:54 PM, said:
You noticed that too huh? It honestly feels like the heat is at Forest Colony levels. I can fire my 4 ML's on my Jenner all day every day with only 11 DHS and not have to worry about heat. That makes no sense on a map that is supposed to be hotter than Caustic.
#48
Posted 19 March 2013 - 08:12 PM
#49
Posted 19 March 2013 - 08:25 PM
Just one small hint for those complaining about the "southern high ground":
We played the map and noticed it while being south. Afterwards we played the other side - and won by a great margin. Why? Because we knew of the SNIPER PLATEAU in the middle and DIDN'T take the direct road aka meatgrinder - just have a look at where epsilon is located. You have a perfect shot at anything on that plateau and are ABOVE them.
This is just a first approach after 5 matches on the map, but for the visual design and the possibilities it provides, it is just awesome. Funny though that there are people that already cry and don't think even a little.
You know how you can win from one side - so you know exactly what you have to counter. Simply do it. - We did and we won - and it was fun. Oh...and earlier we had a 749 : 750 match which was simply awesome - and no cap race.
For the heat: It seems correct, since it is about as hot as caustic is - if you don't sit in the volcano. Caustic: 85°, Turmaline: 95°. Most seem to forget, that caustic is much hotter in some places.
Edited by Tragos, 19 March 2013 - 08:29 PM.
#50
Posted 19 March 2013 - 08:28 PM
Garbage map, why did you bother ?
Edited by GorgoHammer, 21 March 2013 - 06:16 PM.
#51
Posted 19 March 2013 - 08:58 PM
Seriously, there are so many places to hide, jump on top of, disappear into and generally troll the enemy team with, it's like the best map ever for Spiders.
Edited by Kassatsu, 19 March 2013 - 08:59 PM.
#52
Posted 19 March 2013 - 09:01 PM
#53
Posted 19 March 2013 - 10:02 PM
#54
Posted 19 March 2013 - 10:07 PM
Synra, on 19 March 2013 - 07:54 PM, said:
But the desert is far from perfect. It suffers from the same horrible gameplay problem that Alpine does. It's stupidly massive in size just for the sake of being stupidly massive. We are not realistically utilizing all of this landscape. Every game simply involves a very long boring walk out to the middle theta area where we fight, just like how in Alpine we take a long walk out to the Epsilon area to fight.
All this is doing is creating a massive problem of the bases being way too far away. This provides nothing positive to gameplay, other than making it even easier for fast mechs to cheese a win with captures that the slower mechs have basically zero ability to deal with. And no, "leave base defenders" doesn't work out so well either, we tried it.
A friend and I played quite a few matches on this new map today, and we both came to the same conclusion. This map would be a LOT better if it were closer to the size of Forest Colony. The landscape is pretty, and has a fun style of hills and walls, but it needs to be a lot smaller for better gameplay.
Also, I think there is something wrong with the heat on this map. It's supposed to be the hottest map yet, but my friend and I were experiencing NO heat problems here. It's nowhere near as hot as caustic valley is.
I think you're looking at this the wrong way. The size is fine, but they should add more mechs to matches here and at Alpine.
#55
Posted 19 March 2013 - 10:09 PM
#56
Posted 20 March 2013 - 12:58 AM
#57
Posted 20 March 2013 - 01:07 AM
#58
Posted 20 March 2013 - 01:43 AM
You just can't get the staff.
#59
Posted 20 March 2013 - 02:01 AM
Great looking visuals, in my 5 games in there I was stunned looking at some of the details...the craters, the crystal needles...
In all of my 5 games, I dont think we fought in the same area twice. I was running my new Jager and my 1/2 SplatCat, and the JJ possibilities are HUGE. Love it! Had the most fun and interesting fight around a huge crystal pillar, both teams set up on both sides of the pillar, having a double firefight enssue...real cool!
The map has a nice mix of sniper positions and cover to approach them. It is very tactical, so I can understand all the crying and whining from inexperienced pilots about "South base is better", " we always fight in the same areas", blah blah blah. My brawler/striker 4 man ALWAYS had an approach to the enemy sniper positions, and we managed to flank them EVERYTIME.
Constructive criticism:
-In conquest mode it is needed (as well as in Alpine) to increase number of resources needed to win.
-This map will shine when 12vs12 is implemented.
Good job PGI! Keep them coming!
#60
Posted 20 March 2013 - 02:54 AM
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