

Feedback On New Spawn Locations
#1
Posted 03 December 2013 - 11:55 AM
This removed the only tactical choice this map had (going upper or lower city) and turned it into a plain old Death Match Arena in the middle of the water.
The team starting on the side of the ramps also has a great tactical advantage, as they can get the high ground on the center building without the other team ever getting there without jumpjets.
#2
Posted 03 December 2013 - 12:54 PM
#3
Posted 03 December 2013 - 01:10 PM
#4
Posted 03 December 2013 - 01:20 PM
#5
Posted 03 December 2013 - 01:42 PM
Cons : Leaves lances isolated and unable to support each other. Initial combat is then very much dependant on lance composition. A lance of 4 assaults will steamroll a lance of 4 mediums/heavies. After the initial fights, surviving lances are often left confused as to where the enemy is, and where they should go. They either stay put at their cap point or wander around lost. The isolated nature of combat also makes it much harder to get saviour/defensive rewards, and consequently, less xp/c-bills. The smaller fights also result in less xp/c-bills overall as more resource wins occur and damage done is more spread out among team members, rather than concentrated in a few top performing players.
Edited by Jun Watarase, 03 December 2013 - 01:55 PM.
#6
Posted 03 December 2013 - 02:46 PM
PGI might get new people to stay long enough to learn the game if they didn't feel like a mute mech standing in the middle of people who are supposed to be helping or giving info about where to go.
#7
Posted 03 December 2013 - 02:49 PM
#8
Posted 03 December 2013 - 02:54 PM
HORRIBLE!!!!
A lance spaned 2.4KM from us, actually quite near the enemy and were mowed down within 2 minutes.
Twice in two games.
PGI WTF are you guys doing???
#9
Posted 03 December 2013 - 03:00 PM
if you took more mobile mechs it might be easier to get away or reinforce each other

#10
Posted 03 December 2013 - 03:01 PM
#11
Posted 03 December 2013 - 03:05 PM
#12
Posted 03 December 2013 - 03:18 PM
#13
Posted 03 December 2013 - 03:20 PM
Alpine was clearly better. It was exciting to find an enemy lance in a surprising place and engage them with one lance only.
#14
Posted 03 December 2013 - 04:02 PM
Edited by Thorqemada, 04 December 2013 - 06:28 AM.
#15
Posted 03 December 2013 - 04:10 PM
#16
Posted 03 December 2013 - 04:33 PM
Eventually this change would have been good. You see the drop location and you decide which units would go in which lances at each drop point.
But as is it is completely random and can lead to some very very lopsided fights.
Currently on some maps lights and fast meds rule. If you're in one of the closest drop points and you aren't in a fast mech you just hope that your buddies stay close enough to you that you can make it to a rally point. If you drop with a group of lights and other fast meds then you go hunting and try to catch the enemy team before they can figure out what they have to fight with and can coordinate.
In short it's leading to even more chaotic and lopsided games then before.
#17
Posted 03 December 2013 - 04:59 PM
#18
Posted 03 December 2013 - 05:05 PM
Has anyone tested this in 12-mans? Our company drops today, so I can test this out. In theory though, the new spawn points suck hard when we don't have proper tools to define lances before drop. Even if lances are formed in the ready-screen, the matchmaker still drops Mechs on random (unless this is fixed this patch, no mention though).
#19
Posted 03 December 2013 - 05:29 PM
1) Eliminated the long, dull walk to the map center where the ritual combat will take place
2) Encourages more movement and scouting since it is no longer exactly obvious where the enemy will be... you know "behind that same wall of rocks that they hide behind every game."
3) The game is less predictable now, which encourages more variety and interest.
That being said, this doesn't mean all the new spawn points are perfect - more playtesting will be needed to clean up any ones that are poorly placed... but let's not kid ourselves - the previous system with the single spawn points also had problems and imbalances.
#20
Posted 03 December 2013 - 08:52 PM
It would have been nice to put this out on the test server to "test" and provide feedback. PGI amazes me again with how they go about pushing out changes without measuring success in test before hand.
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