Reitrix, on 15 April 2013 - 09:20 AM, said:
You love those heatmaps, but obviously only the ones that appear to support your argument against caps.
Because they clearly highlight the issue. You can't just ignore them.
Certainly, on many maps its less of an issue, simply because some of the maps are so small that there just isn't much else going on. The entire map consists of an area which is pretty much the central strip of alpine (smaller, actually).
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The dots are all over the map! On all the maps! Movement, kills and Deaths are in every grid! ITS CRAZY@!1!
That's because those maps are fairly small.
On all of the large maps, you have dead zones outside the central area between the spawns.
And, again, the data is being clouded by the conquest data. In conquest, you have travel to all of the cap points... but this type of movement rarely exists in the assault game type.
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On Alpine, that big red cluster happens for the same reason, the lower Base team goes to that hill because it offers a good amount of cover from the higher Base team going up that way.
No dude, the reason that both teams move in that strip is because if you move outside of it you are multiple kilometers from your base.. which means that OPFOR can basically cap you at will.
Seriously man, next time you are on alpine, go run off to the edge of the map to the north.. or southwest from the SW spawn point... I think you will be surprised at how far you have to go beyond where you've ever gone before on that map before you hit the boundary.
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If they're not, the team swings right and heads up the 7 line, or continues up the left side into that narrow valley that leads to the top of the higher Base. the latter being the more common approach.
The second reason the red is so thick in those 2 places, is that the higher team has a height advantage over the lower team who has little to no cover once leaving the base, with the higher team able to utilize the higher hills to snipe down at approaching 'mechs while also having good visibility on half the map., which lets that teams brawlers get close enough to smash into the Enemy hunkering down at the base of that hill.
Again, I think your perspective is being clouded by the current limitations of the game type.
For instance, that southern approach... there's actually enough terrain down there that you COULD orchestrate a southern flank, and have cover going almost the entire way in. The only traffic you tend to see on that route though is during conquest, in a capper moving between kappa and theta. Because in Assault, if you tried to move your whole lance down along that route, then you get capped. You're much too far away from your base to defend it then.
I honestly wish that we had access to the heat maps for ONLY the assault type, as I think it'd make the point so clearly that even you would be unable to deny it.
Seriously, the fact that there's a quarter of the map to the north, which you have almost certainly never even seen, doesn't bother you in the least?