every rock slows you down, you can't walk up any hills. it's bad.


Canyon Map Terrible
Started by Penance, Jul 02 2013 03:36 PM
11 replies to this topic
#1
Posted 02 July 2013 - 03:36 PM
#2
Posted 02 July 2013 - 03:41 PM
Overall, I like the movement changes, but it seems that maybe they went a bit too far... My Cicada almost stops on a small hill (@129kph?)
#3
Posted 02 July 2013 - 03:44 PM
I agree. I like the "realism" of mechs slowing down with a steep enough grade but that makes what was already broken (Canyon Network) even more broken. I get the idea...canyons, trapping people, whatever. But from a fun factor stand point, there has to be more ways to climb out of a canyon throughout the map but especially near spawns. It's just stupid now. Before I could at least find some divot in the edge of the canyon walls to climb up but now those don't work, and rightly so but now, you've got to run for ages to find a ramp or something that'll let you climb out of the canyons.
PGI, please fix Canyon Network ASAP.
PGI, please fix Canyon Network ASAP.
#4
Posted 02 July 2013 - 04:27 PM
I was equally as shocked by how difficult Canyon Network has become. I think most would agree it was too easy to traverse before (it and many other steep terrain areas on other maps) but the difference is, at first, overwhelming.
I hated that map before, now I like it even less...time to change tactics
I hated that map before, now I like it even less...time to change tactics
#5
Posted 02 July 2013 - 04:36 PM
Hmm, I found it exciting and intuitive. Ran my 81kph QKD on it three times, with no JJ.
Each time it made me think about where I was headed in advance. I had to look around for paths up, keep an eye on the slopes and work out approaches.
I was able to make assumptions on where the enemy was being funnelled based in the contacts from our lights, then work out an approach route that would let me flank without them expecting to see me there.
It added a huge depth to the gameplay and made the encounters interesting. Ran into a spider in one match, had a brief tangle before he bugged out with JJ's over the canyon wall. I couldn't chase him down like I normally could have, had to guess where he might be headed and go there the long way.
You really need to pay attention to your team mates, as you can't get to them as quickly anymore. If you get split up can take a little longer to meet up again.
Getting back to base for a cap is also harder. Really need to think about where you are and what's going on in the entire battlefield now. I love it.
Each time it made me think about where I was headed in advance. I had to look around for paths up, keep an eye on the slopes and work out approaches.
I was able to make assumptions on where the enemy was being funnelled based in the contacts from our lights, then work out an approach route that would let me flank without them expecting to see me there.
It added a huge depth to the gameplay and made the encounters interesting. Ran into a spider in one match, had a brief tangle before he bugged out with JJ's over the canyon wall. I couldn't chase him down like I normally could have, had to guess where he might be headed and go there the long way.
You really need to pay attention to your team mates, as you can't get to them as quickly anymore. If you get split up can take a little longer to meet up again.
Getting back to base for a cap is also harder. Really need to think about where you are and what's going on in the entire battlefield now. I love it.
#6
Posted 02 July 2013 - 07:00 PM
canyon went from the best map to worst in a day. played it 3 times tonight and all three times it was a base cap race with zero way of getting back even if you wanted to. Oh, besides the brave jenner that did get back and got rolled by 6 enemy mechs in 2.3 seconds.
I knew this would happen - the maps aren't designed with the movement change in place. I don't mind finding new strategies and routes as it adds a different element to the same maps we've had forever, but canyon is just a nightmare and a waste of 6 minutes before the next map comes up after the cap.
I knew this would happen - the maps aren't designed with the movement change in place. I don't mind finding new strategies and routes as it adds a different element to the same maps we've had forever, but canyon is just a nightmare and a waste of 6 minutes before the next map comes up after the cap.
#7
Posted 02 July 2013 - 07:36 PM
I love the way the map plays with the new rules. Before it was long range pot-shots the entire time. Now it's a brawl-fest in the trenches. Fatties get stuck in the bottom and can get ambushed by lighter mechs. How is this a bad thing?
#8
Posted 03 July 2013 - 05:05 AM
it's bad because there are less fights in this map than river city. It's just a capfest because you have no idea where anyone is. And even if you do have a light/JJ mech to scout, the team can't get to where the fight is anyway and at least one person on either team will cap for the win.
Edited by LT Satisfactory, 03 July 2013 - 05:06 AM.
#9
Posted 03 July 2013 - 06:10 AM
Sooo... you wanna say now you need more light and medium mechs in canyon?
Well, I appreciate these changes, it's a step to better gameplay.
Well, I appreciate these changes, it's a step to better gameplay.
#10
Posted 03 July 2013 - 06:35 AM
LT Satisfactory, on 02 July 2013 - 07:00 PM, said:
canyon went from the best map to worst in a day. played it 3 times tonight and all three times it was a base cap race with zero way of getting back even if you wanted to. Oh, besides the brave jenner that did get back and got rolled by 6 enemy mechs in 2.3 seconds.
I knew this would happen - the maps aren't designed with the movement change in place. I don't mind finding new strategies and routes as it adds a different element to the same maps we've had forever, but canyon is just a nightmare and a waste of 6 minutes before the next map comes up after the cap.
I knew this would happen - the maps aren't designed with the movement change in place. I don't mind finding new strategies and routes as it adds a different element to the same maps we've had forever, but canyon is just a nightmare and a waste of 6 minutes before the next map comes up after the cap.
Hold on, are you saying that they weren't designed for them, or that they weren't designed when the movement penalties were around. The map makers knew that these penalties were going to be implemented, and designed the maps with them in mind. The problem was they didn't know how certain terrain would effect a mechs movement because the penalties were not implemented yet.
#11
Posted 03 July 2013 - 08:23 AM
Sure, they probably knew of the change, but didn't know the specifics otherwise they wouldn't have taken the approach they did.
Look at the latest map Canyon - the map designers put in a lot of spots where you could go up the embankment where you see the breaks in the rock wall that are eroded prior to the change. Now the majority of these small breaks don't work, even for a commando since they're over 45 degrees. There is no way the map makers would take the time to strategically locate these erosion spots in the wall and then have most of them not work with the current mechanics.
Look at the latest map Canyon - the map designers put in a lot of spots where you could go up the embankment where you see the breaks in the rock wall that are eroded prior to the change. Now the majority of these small breaks don't work, even for a commando since they're over 45 degrees. There is no way the map makers would take the time to strategically locate these erosion spots in the wall and then have most of them not work with the current mechanics.
#12
Posted 03 July 2013 - 08:35 AM
The problem with these paths that can take you out of the canyons is that they're really narrow. It was not a problem before when you could walk a little bit off-center and still get up, but now when you don't walk perfectly into that narrow space you'll bump into a "wall" and go to full stop. They should widen these upward paths a bit more to make it less annoying.
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