Crimson Strait, The Worst Map In The History Of Games
#41
Posted 02 October 2013 - 04:35 AM
#42
Posted 02 October 2013 - 07:06 AM
(Couldn't help but notice it was introduced with a mechanic to set up lances before the match begins..)
It kinda reminds me of the old Oilrig map from MW4.. which I enjoyed.
#43
Posted 02 October 2013 - 07:29 AM
Carrioncrows, on 01 October 2013 - 04:42 PM, said:
Mainly is that where the two teams meet is WIDE OPEN.
We have all this city and builds that nobody uses, very frustrating.
Oh I do. If you want to fight me its in the city. Only stepped in the water for the briefest of moments.
#44
Posted 02 October 2013 - 09:40 AM
#45
Posted 02 October 2013 - 10:29 AM
#46
Posted 02 October 2013 - 11:46 AM
LORD ORION, on 01 October 2013 - 03:09 PM, said:
So far games devolve into damaged bralwers stuck in the middle of the map under the giant roof with LRM boats unable to hit them.
The brawlers can't leave or they die, and neither can the lrm boats expose themselves or advance to base cap.
Also... the south section of the map has no options for LRM using mechs to run parallel to mechs hiding behind buildings. The entire section is open water with 2 lanes of safety in the city.
WTFing F....
If you wanted to break LRM mechs...good work!
I don't get all the complaints over the maps...
Chances are if you were really going into combat you wouldn't find yourself in areas that were ideal for all Mechs/Weapons. Sometimes you'll be forced into a situation that just sucks, plain and simple. Relax though, because it sucks just as hard for your opponents - Equal playing field in that respect.
So just shut up and deal with it.
Edited by Fut, 02 October 2013 - 11:47 AM.
#47
Posted 02 October 2013 - 11:50 AM
Bront, on 01 October 2013 - 03:24 PM, said:
Seriously, give it time. Tactics will evolve.
It would be more appropriate to say, teams will find one of two routes to run every match, over and over without fail.
Still waiting to see tactics evolve. But the broken reward system and a brainless deathmatch mentality prevent it.
Edited by TB Freelancer, 02 October 2013 - 11:52 AM.
#48
Posted 02 October 2013 - 12:10 PM
#49
Posted 02 October 2013 - 12:16 PM
#50
Posted 02 October 2013 - 12:49 PM
TB Freelancer, on 02 October 2013 - 11:50 AM, said:
It would be more appropriate to say, teams will find one of two routes to run every match, over and over without fail.
Still waiting to see tactics evolve. But the broken reward system and a brainless deathmatch mentality prevent it.
Find a group?
Seriously, I've seen the tactics and meta evolve on Terra Therma, as well as several other maps the more I've played. They even change as weapons change. It usually helps if you have a group though.
#51
Posted 02 October 2013 - 12:57 PM
Carrioncrows, on 01 October 2013 - 04:42 PM, said:
Mainly is that where the two teams meet is WIDE OPEN.
We have all this city and builds that nobody uses, very frustrating.
I don't know any cities myself where the buildings are dozens and dozens of yards apart. Or tunnels that 12 atlas could walk right through. It's like there is some inner sphere law that says all land regardless of creation or location must be able to accommodate 10 or more atlas at any given time.
It's getting really, really boring playing generic twitch shooter style maps in a mech game.
#52
Posted 02 October 2013 - 01:09 PM
#54
Posted 02 October 2013 - 06:57 PM
ForestGnome, on 02 October 2013 - 12:57 PM, said:
I don't know any cities myself where the buildings are dozens and dozens of yards apart. Or tunnels that 12 atlas could walk right through. It's like there is some inner sphere law that says all land regardless of creation or location must be able to accommodate 10 or more atlas at any given time.
It's getting really, really boring playing generic twitch shooter style maps in a mech game.
That'd be interesting. A light mech rat hole haven.
#55
Posted 03 October 2013 - 12:43 AM
Amazing map and whoever designed it should get an award or something.
#56
Posted 03 October 2013 - 01:46 AM
will the graphics improve or do they just focus on the mechs and don't care about environment ?
Edited by MisterMorden, 03 October 2013 - 01:46 AM.
#57
Posted 03 October 2013 - 02:29 PM
#58
Posted 03 October 2013 - 05:34 PM
MisterMorden, on 03 October 2013 - 01:46 AM, said:
will the graphics improve or do they just focus on the mechs and don't care about environment ?
Careful Mister Morden, some people might object to your views:
#59
Posted 03 October 2013 - 07:47 PM
edit: I agree that this map will probably end up being better for conquest than assault. I have played it mainly on conquest so far.
Edited by Molaram, 03 October 2013 - 07:48 PM.
#60
Posted 04 October 2013 - 04:29 AM
Even as a part-time Catapult poilot I say it was about time that a map had a "LRM safe zone". I always hated those battles where it seemed like the whole enemy team had at least 1 LRM5 and you could just never get a moment of clarity.
My tips for the OP; 1) Mix your loadout so that your LRMs are not the only way for you to define your usefulness on a map 2) Use tactics to lure your enemies into the open, teamwork works well here 3) Dont be afraid to get your LRM boat dirty
My C1 packs a pair of large lasers and 2xLRM15A. Not a brawler but an all around nice support mech for direct and indirect fire.
What were you running on the map that spoiled your fun? A Stalker LRM boat maybe or a Catapult C4? Focus yourself around one type of weapon too much and you end up "overspecialized", one of the many reasons for some extinct species. Natural selection says "diversify".
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