LackofCertainty, on 05 July 2013 - 04:21 PM, said:
Pretty much this. The maps need to be smoothed out a bit, but on maps with less garbage, I enjoy how the game plays now much more.
I really like how forest colony plays with the changes, specifically
. It's already pretty smooth, and the places you aren't going to be able to climb (the ridges) are obvious to the player. It makes the big open areas a lot scarier to charge out into, but at the same time the inaccessible ridges funnels people into the open areas more. Kinda feels like a Trench warfare map now, with no man's land in the middle and the ridges for cover.
Forest Colony is great with this.
Alpine plays fine technically, but these changes have *grossly* unbalanced it in favour of the north-east spawn point.
Tourmaline is a travesty of spots you can get terribly stuck - the crystals are REALLY bad for it, particularly if you accidentally land in them when jumping. Speed drops to 0, further jumping just hops you straight up then back into exactly the same spot.
River City is... well, it's ok, but has a lot of bug fixing that needs to be done. Further, it too is pretty unbalanced: The dropship was always the stronger spawn-point because the upper players can see and fire at the lower players from the very start of the game, and will always know which way the lower spawn players are moving initially. The upper players, however can move either upper or lower city in secret, and if they choose to defend there are few workable points enemies can approach - and now the previously "safer" approaches (the sides) are far harder to scale due to the slopes, causing attackers to filter in one after another.
The Caldera is fine, improved if anything. There's a good reason to push into the Caldera and hold it, as it's much slower to climb now. Substantially more defensible.
Frozen city... ugh. I don't like it to begin with because of how most pug matches descend into being ridge fights at the dropship; and the movement changes make that slightly worse because scaling the ridge is slower (and thus more dangerous). Not a major deal though.
But seriously, Alpine in particular is totally broken with these movement changes.
LastPaladin, on 07 July 2013 - 11:14 AM, said:
Snipers are happy on Tourmaline, IF they start on one side of the map. You can't get to the best sniping spots on the other side of the map anymore, because the slopes are all 45 degrees+, and too high even to scale with jumpjets. That's another example of how these maps were not designed with this mechanic in mind, leading to more game imbalances.
Exactly.
The mechanic is sound, really, but because the maps were not designed with it in mind, the end result is buggy and badly balanced maps.