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Crimson Strait, The Worst Map In The History Of Games


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#61 Silentium

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Posted 04 October 2013 - 04:35 AM

The way I feel about this map:
Posted Image

#62 Krivvan

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Posted 04 October 2013 - 04:58 AM

View PostLivewyr, on 02 October 2013 - 07:06 AM, said:

I like that the map seems to suggest to the players (given the distance between spawning lances) that perhaps you *should* split up into lances and try some maneuver game..
(Couldn't help but notice it was introduced with a mechanic to set up lances before the match begins..)


Agreed. The main battle area seems to be the multi-leveled area, and there are 3 ways to get into that (tunnel, valley, and from the city).

It's a very good map for avoiding standoff situations like those you get on Forest Colony.

It also makes for very exciting light mech gameplay, especially constantly jumping over the holes and firing down.

#63 Kjudoon

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Posted 04 October 2013 - 05:06 AM

After 10 matches on Crimson Straits now I finally am starting to get a feel for it. I now know at least 2 places to NOT go in a light OR heavy mech because it's a meat grinder. I also know for one of the first times, water is not an automatic death sentence.

The Cap sites are very interesting, being strung out in a line along shore ensures for difficult battles over one or two caps for brawlers who want to get into it. And boy, have I been lobbing LRMs in on people. Anyone who says it's not an LRM map is foolling themselves. Sure you have the dock area with it's upper and lower levels and you have the tunnel. Brilliant design. Plus it's protected from the island by that ship and cranes. So what? New tactics. Brawlers and snipers and fast mechs play there. Go to Kappa? Crossfire city. I've died there enough to know it's this map's version of the "Theta Death March". High, exposed to LRM fire from all sides, and crossfires from both the bay from being above the ship and the pumphouse gap on the other. Those who go up and sit there get ground up like nothing.

A whole new world of tactics, and I'm starting to get the hang of it.

#64 Krivvan

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Posted 04 October 2013 - 05:11 AM

View PostKjudoon, on 04 October 2013 - 05:06 AM, said:

I also know for one of the first times, water is not an automatic death sentence.


Took me a couple games to realize that. It's really eerie.

#65 100mile

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Posted 04 October 2013 - 05:15 AM

View PostCarrioncrows, on 01 October 2013 - 04:42 PM, said:

I want to like the map but i've got an issue with it.

Mainly is that where the two teams meet is WIDE OPEN.

We have all this city and builds that nobody uses, very frustrating.

View Postaniviron, on 01 October 2013 - 04:15 PM, said:

I really like the idea, but so far every match I have played on it turns into the urban areas being completely ignored and all the fighting happening over the water and shoreline, just like on river city. Because it's so easy to force a fight out in the open, half the map might as well not exist; this is not the map your brawlers were looking for.

View PostKjudoon, on 04 October 2013 - 05:06 AM, said:

After 10 matches on Crimson Straits now I finally am starting to get a feel for it. I now know at least 2 places to NOT go in a light OR heavy mech because it's a meat grinder. I also know for one of the first times, water is not an automatic death sentence.

The Cap sites are very interesting, being strung out in a line along shore ensures for difficult battles over one or two caps for brawlers who want to get into it. And boy, have I been lobbing LRMs in on people. Anyone who says it's not an LRM map is foolling themselves. Sure you have the dock area with it's upper and lower levels and you have the tunnel. Brilliant design. Plus it's protected from the island by that ship and cranes. So what? New tactics. Brawlers and snipers and fast mechs play there. Go to Kappa? Crossfire city. I've died there enough to know it's this map's version of the "Theta Death March". High, exposed to LRM fire from all sides, and crossfires from both the bay from being above the ship and the pumphouse gap on the other. Those who go up and sit there get ground up like nothing.

A whole new world of tactics, and I'm starting to get the hang of it.

@carrion crow and aniviron....Are you freakin kidding...i have played the map 16 times now and not once did the match end up in the water??? Not sure why anything other than a sniper would go out there to that island....??

@Kjdoon...exactly...and if you pull a base defense from the backside you can force a fight in the buildings...no open area at all...

#66 ArmageddonKnight

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Posted 04 October 2013 - 05:22 AM

Every map has a particular place all players converge to to fight. thats not the maps fault, it will happen no matter what.

I understand the point about LRM's, but tbh, there are maps that favor LRM also, Alpine peaks for example.

Once we players get atleats some control over the maps we drop into, we can tune our mechs for them...as it should be.

That said however, i have lost..a while ago actualy, any sense of confidence inPGI's ability to make this game balanced. There are fundimental systems not in the game that would drasticaly help balance and allow per weapon balance changes to be much much easier to perform.

Alass, "zero f*cks are given" by PGI.

Edited by ArmageddonKnight, 04 October 2013 - 05:24 AM.


#67 Timuroslav

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Posted 04 October 2013 - 09:14 AM

I wish I was Hyperbolic :(

#68 Ngamok

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Posted 04 October 2013 - 09:16 AM

View PostJetfire, on 01 October 2013 - 04:02 PM, said:

Seems pretty well laid out to me. I especially like the island out in the harbor you can get to. A lot of us wanted a map with a more urban areas to brawl out of the LRM fire occasionally.


Because URBANMECH !!

#69 Ngamok

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Posted 04 October 2013 - 09:23 AM

View PostSephlock, on 01 October 2013 - 08:05 PM, said:

Nothing can possibly match the Alpinemaline hell. PPC bolts and Gauss slugs EVERYWHERE!


Dunno, I like both those maps for different reasons. I even like Terra Therma for some reason as well. Makes hot boaters die and has lots of room to go around if you want to scout since the entire middle has spread out hills that lights can run around in the back to scout. Also, lots of flanking room. Same with Tourmaline. Lots of room to scout, and you can avoid LRM fire easy with the over hangs.

#70 Asyres

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Posted 04 October 2013 - 09:51 AM

Honestly, this is my favorite of the newer maps. Alpine is probably my least favorite -- too few flanking options.

If anything, I'd add another ship in the harbor, parallel to the docked one. It would break up that massive, long fire lane a bit, and allow for somewhat more interesting options for bigger mechs that want to circumvent the meat grinder around kappa.





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