Best Map Ever.
#61
Posted 20 March 2013 - 02:46 AM
But if I have to be completely honest here - the good design doesn't make up for the abscence of large enough teams, thus ending in way too long games, or pointless cap race that makes the heavier team feel completely helpless.
And as Alpine Peaks, we have little choice here - since we get picked up by the matching system, we have very little fault about the consistency of the lights on both the teams.
Playing maps this big feels bat at the moment.
I hope it changes when there is 12v12 mode out.
Until then I really hope they include some sort of tick-boxes so you can chose what maps to queue for, cause, you know...
As much as I like the way this map looks and feels it's almost unplayable with the size of the drop teams now.
#62
Posted 20 March 2013 - 02:50 AM
enjoyed every round
#63
Posted 20 March 2013 - 02:52 AM
+ awesome graphics
+ large enough for tactics to be important, not everything boils down into Deathmatch
+...but more cover than in Alpine
+ the heat nerfs cheese builds, people have to THINK while playing.
#64
Posted 20 March 2013 - 03:07 AM
#65
Posted 20 March 2013 - 03:48 AM
For all of the open space, a cunning pilot is going to use the crystals to drop the engagement range to nothing. Controlling the engagement range is going to be harder than managing the heat!
#66
Posted 20 March 2013 - 03:56 AM
Vincent Lynch, on 20 March 2013 - 02:52 AM, said:
This is true, and very encouraging; the game is showing consistent improvement in the quality of content.
#67
Posted 20 March 2013 - 04:03 AM
#68
Posted 20 March 2013 - 04:04 AM
It really is amazing to look at, and crazy to fight in.
#69
Posted 20 March 2013 - 06:26 AM
Mechwarrior Buddah, on 19 March 2013 - 09:22 PM, said:
It does doesn't it? Was it called DeathValley? I always felt this was the best LL map, maybe with Mirage as a close competitor.
And yeah, these new maps yearn for a Team DeathMatch or TerrainControl gamemode. Also excited to see how Dropship Mode will work out.
Anyway, this game has always struck me as being very MECHWARRIOR gameplay wise, but this is the first map that has me feeling this way map wise. To be fair, most relevant worlds in BT universe have been terraformed pretty thoroughly, so an earth-like look on some of the maps is okay (there's a giant planet on the horizon in river city).
#71
Posted 20 March 2013 - 06:51 AM
With all the spires jutting up and the sharp elevation changes, these act to break up LRM fire.
Had a lot of fun last night running my Cat-C1F (LRMs). Most of our games where played on "large" maps, quite a change from the brawling matches that had become the norm before Alpine Peaks.
#72
Posted 20 March 2013 - 06:57 AM
armyof1, on 19 March 2013 - 06:12 PM, said:
I friggin' love that trick... use it all the time in the upper base of River City. Capping the base... oh nuts here comes a Raven 3L charging up the ramp to shut me down... Circle of Death around me while I start shifting ever-so-slightly to the left.... whoopsy, Raven falls down into the tunnel... back to capping the base do-de-do...
Had an X-5 Cicada fall for that 3 times in a row one match. Priceless. Glad to know the new map supports brainwork.
#73
Posted 20 March 2013 - 12:59 PM
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WELL, UNTIL I REALIZED THIS IS ONLY MAP I PLAYED IN LAST 3 HOURS.
seriously, is the map selector messed up? I've played this map in 9th times in a row
#75
Posted 20 March 2013 - 05:10 PM
#76
Posted 20 March 2013 - 05:42 PM
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