Jump to content

New Map: Canyon Network


70 replies to this topic

#61 LaserAngel

    Member

  • PipPipPipPipPipPipPip
  • The Angel
  • The Angel
  • 889 posts

Posted 30 May 2013 - 11:51 AM

I love it until my mech gets stuck. Jump gets are a must.

Edit: Koniving, the plants have always been to "mech" scale and not to person scale. Lets not even talk about River City. I remember pointing out how big the bushes were on the Canyon teasers last month.

>mech sized bushses

Edited by LaserAngel, 30 May 2013 - 11:53 AM.


#62 Mydgard

    Member

  • PipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 21 posts
  • LocationGermany

Posted 30 May 2013 - 07:28 PM

The best map so far from all maps ...

#63 Akule

    Member

  • PipPip
  • Ace Of Spades
  • 28 posts

Posted 31 May 2013 - 03:00 PM

I have had two conquest matches where we are unable to capture certain points after the enemy has captured them. In the first match, it was Theta, in the second match, it was Epsilon. Anyone else have or notice this problem occur?

#64 Uncleclint

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 200 posts
  • LocationEurope

Posted 31 May 2013 - 10:33 PM

Had the cap bug on this map too, but on other maps as well so i don´t think it´s map related.

The new map is fine, many different tactics are possible and most of the time it´s fun to play there - unlike alpine where 90% of the time it´s "heavies go eps"...

I hate this map when it comes up the 3rd or 4th time in a row which happens quite often - please change this to a normal level very soon, because too much of a good map is still very boring.

#65 MentalPatient

    Member

  • PipPipPipPipPip
  • 145 posts

Posted 01 June 2013 - 02:56 AM

View PostAkule, on 31 May 2013 - 03:00 PM, said:

I have had two conquest matches where we are unable to capture certain points after the enemy has captured them. In the first match, it was Theta, in the second match, it was Epsilon. Anyone else have or notice this problem occur?
ive had th is problem, mainly due to missile boating from the enemy once they capped the point.

#66 CptObvious

    Member

  • PipPip
  • The Bold
  • The Bold
  • 20 posts
  • Facebook: Link
  • LocationBavaria

Posted 01 June 2013 - 06:26 AM

Hitboxes are borked. some ppl with lower settings cant even see the trees they are shooting :(

#67 CarpetShark

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 177 posts

Posted 02 June 2013 - 02:49 AM

Picture me and an enemy standing fully, but barely so, clear of the mini-mesa between us next to the central cap zone. We can each see each others' entire mech.

Neither of us can shoot the other, though, because the game thinks the rock is between us.

The hit bixes for the ground in this map are insane.

And don't bother trying to LRM someone through the central span of the bridge. As far as the game's concerned, it's a solid wall.

Ridiculous.

#68 Lynx7725

    Member

  • PipPipPipPipPipPipPipPip
  • 1,710 posts

Posted 02 June 2013 - 03:11 AM

I'm not so fond of this map.

The bottom ravines tend to channel players into predictable paths, while the middle tier is very exposed; cover's not that prevalent on the middle tier. Top tier doesn't feel very usable. The ability for mechs (of various weight classes) to surmount the berms also feels random; some places you can, some places you can't.

The ravines also are very predictable and doesn't interconnect enough for lights to make hit-and-runs -- currently, if a mech tries to cross-connect, they basically have to travel to the far side and then they might as well cap the base. I had a triple base-swap run last night, when my group dropped into Canyon three times. Both teams just made runs on either side for the opposing base, so it's like River City, except with garbage.

Also, because of the closeness of the maglev base to Devil's Peak (C3 rock formation), it's very predictable for that team to seize that high ground and fight around it. The opposing team will either go to the Garbage Dump to open a ranged engagement, or the other side for a base run. So far, I've seen very little variation on this (to be fair, Alpine and Tourmaline doesn't see much variation either).

I like the colour tone, the neutral temperature effect and the overall ambiance, and that I actually can't smell the garbage dump. However, fighting over this map is more of a chore than I like. Actually, shooting's fine. Driving around in this map is the chore.

#69 Ceesa

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 201 posts
  • LocationBoston, USA

Posted 02 June 2013 - 08:01 AM

I've played a dozen matches on canyon, and I really like it. As an assault/heavy pilot, I get frustrated a lot by trying to climb up cliffs where I'm not supposed to. If you could include a more obvious graphical telltale sign of a path where all mechs can climb up the cliffs, that would really help. Sometimes I just have to guess, and when I guess wrong, maneuvering out of it gets frustrating.

That being said, the number of places where you can climb over a cliff seems about right.

#70 Templair

    Member

  • Pip
  • 12 posts

Posted 02 June 2013 - 02:35 PM

definitely the best map.

#71 SolCrusher

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 626 posts
  • LocationEast Coast

Posted 04 June 2013 - 08:13 AM

Awesome map! Got some sticky areas where your mech gets stuck but other than that it's great!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users