Alpine Needs Trees
#1
Posted 01 May 2013 - 11:28 AM
I've had a few interesting matches on Alpine, but 90% of them result in a sniper match around Epsilon. It's boring, it's unimaginative, and flanking is usually somewhere between a colossal waste of time and an automatic death warrant.
Do I think Alpine needs more work than that? Yes, but trees in the right places would sure be a hell of an improvement.
#3
Posted 01 May 2013 - 11:59 AM
I don't expect to see any luscious maps with a lot of vegetation and trees until they solve their optimisation issues.
Edited by Purplefluffybunny, 01 May 2013 - 12:00 PM.
#4
Posted 01 May 2013 - 01:07 PM
Purplefluffybunny, on 01 May 2013 - 11:59 AM, said:
I don't expect to see any luscious maps with a lot of vegetation and trees until they solve their optimisation issues.
It's not going to be a whole forest certainly. But scattered denser patches here and there would definitely help balance out the map. Especially in and around epsilon.
#5
Posted 01 May 2013 - 02:14 PM
#6
Posted 01 May 2013 - 03:02 PM
#7
Posted 01 May 2013 - 06:07 PM
#8
Posted 02 May 2013 - 04:20 AM
From a realism standpoint it probably doesnt much at all really......maybe chunks of ice around rather than the smooth ground (more like frozen city's sharp edge landscape on some parts)
However yes, it needs a lot more to create a little more dynamic play on the map. I don't hate it, I just think it could improve a LOT with more cover and just "stuff" around. So tree's would work for me in a way, I would prefer more ice / rocks or glacier type stuff, but trees would work.
#9
Posted 02 May 2013 - 05:10 AM
Consider how that changes the balance of the map.
#10
Posted 02 May 2013 - 06:38 AM
#11
Posted 02 May 2013 - 06:39 AM
Edit:
Of course, this is a totally alien planet, so alien trees that thrive above the Earth tree line is quite possible, so never mind. Carry on.
Edited by Aloha, 02 May 2013 - 07:41 AM.
#12
Posted 02 May 2013 - 07:37 AM
Hauser, on 02 May 2013 - 05:10 AM, said:
Consider how that changes the balance of the map.
Off the top of my head I would say that would make it even worse for south side than it already is. The north base would only be accessable from the south via that narrow trail. And for south team to push north they would have to loop wide left taking shots the whole way. North starts with the high ground on this map after all.
#13
Posted 02 May 2013 - 09:44 AM
Fooooo, on 02 May 2013 - 04:20 AM, said:
I don't even prefer trees. Stuff in general is what I'm looking for. Something to make battles more dynamic and provide ways to surprise people. Tourmaline has great flanking lanes - Alpine should take a few cues. Rocks, ice, or whatever would be fine.
Hauser, on 02 May 2013 - 05:10 AM, said:
Consider how that changes the balance of the map.
In terrible ways. It makes an incredibly static map even less dynamic. I'm not saying you should be able to climb up any of those hills, but they're what provide the map with what very little variation it has now.
In my mind, it also gives the team at the upper base a big advantage. Making climbing the main ridge impossible gives the upper team better positioning, high ground for sniping and scouting, fewer avenues of attack to defend, and they'd be in better position for the quick capture rush.
#14
Posted 02 May 2013 - 09:53 AM
However, I think Alpine isn't going to change much, so trees will help. I would also like to see some tunnels through that mountain by the one base. That way every engagement isn't ALWAYS by that one radio tower by the high ground base.
Edited by MeiSooHaityu, 02 May 2013 - 09:53 AM.
#15
Posted 02 May 2013 - 01:19 PM
Topology should encourage avenues to large scale engagement points, paths to flanking positions and speed routs for fast Mechs... Right now none of this is relevant because you can effectively march (almost) in a straight line to get from point A to point B anywhere on the map...
#16
Posted 02 May 2013 - 03:49 PM
Trees should mess with locks to simulate cover. If you are walking within detection radius and are completely obscurred visually, you are just as exposed as walking directly across the meadows of Alpine.
#17
Posted 02 May 2013 - 03:53 PM
Aloha, on 02 May 2013 - 06:39 AM, said:
Edit:
Of course, this is a totally alien planet, so alien trees that thrive above the Earth tree line is quite possible, so never mind. Carry on.
They could be like the trees in caustic valley-you know the ones that are thriving in a high sulfur, 85 degree celcius environment pelted with acid rain?
#18
Posted 02 May 2013 - 03:53 PM
TVMA Doc, on 02 May 2013 - 03:49 PM, said:
Trees should mess with locks to simulate cover. If you are walking within detection radius and are completely obscurred visually, you are just as exposed as walking directly across the meadows of Alpine.
I agree, but since Alpine is so big, even the trees they have now would help due to limited detection range. I'd love to see soft cover somehow disrupt sensors, though. Good idea.
#19
Posted 02 May 2013 - 04:21 PM
#20
Posted 02 May 2013 - 04:30 PM
This could go for all maps. Colony has 2 locations for Ep and Kappa let's expand on that.
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