Crimson Strait, The Worst Map In The History Of Games
#1
Posted 01 October 2013 - 03:09 PM
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!
#2
Posted 01 October 2013 - 03:12 PM
I think this is a little more hyperbolic than you realize.
#3
Posted 01 October 2013 - 03:20 PM
If you have to say you're not being hyperbolic, then you're being hyperbolic.
Edited by ForestGnome, 01 October 2013 - 03:20 PM.
#4
Posted 01 October 2013 - 03:22 PM
well, at least terra therma isnt the worst anymore
#5
Posted 01 October 2013 - 03:23 PM
LRMs are already broken bro, and they're doing very good in River City either.
I want MW2 LRMs back.
#6
Posted 01 October 2013 - 03:24 PM
Seriously, give it time. Tactics will evolve.
#7
Posted 01 October 2013 - 03:29 PM
PGI has a grand conspiracy to force people into "weapon zoo" mech designs... unfortunately this is short sighted because it simply devolves the game into Counterstrike Mechwarrior, with charging brawlers regining supreme.
Is this less hyperbolic? It is still a major design flaw.
The map has a serious problem if it becomes remaining LRM boarts vs remaining damaged Brawlers. Which probably will happen often, because only 1 set of brawlers is going to win the middle roof zone once they all meet there.
#8
Posted 01 October 2013 - 03:45 PM
Everyone I know in my friends list that has played it thus far says it's the best map, but they must be dumb because they are not posting about it.
Also, LRMs aren't nearly what they used to be, but if they are forcing people into cover... isn't that a good thing? #confused
#9
Posted 01 October 2013 - 03:47 PM
My only complaint would be under the construction stuff, there are "squares" in which you can fall down and it's pretty hard to get back on terrain because of the movement rework. Otherwise, I like it.
#10
Posted 01 October 2013 - 03:51 PM
Of course, this is all subject to change when I can finally try out the map. LOL
Your friendly uninformed opinion giver.
#11
Posted 01 October 2013 - 03:52 PM
#12
Posted 01 October 2013 - 04:02 PM
#13
Posted 01 October 2013 - 04:03 PM
great map.
Multi-leveled mech combat?
serious? oh baby.
i literally havent even seen the whole map yet, both games were over quite quickly, but yeah. great stuff.
cant wait for more.
#14
Posted 01 October 2013 - 04:07 PM
I'm going back to my Jenner till I get the hang of it though.
#15
Posted 01 October 2013 - 04:08 PM
#16
Posted 01 October 2013 - 04:08 PM
#17
Posted 01 October 2013 - 04:15 PM
LORD ORION, on 01 October 2013 - 03:29 PM, said:
PGI has a grand conspiracy to force people into "weapon zoo" mech designs... unfortunately this is short sighted because it simply devolves the game into Counterstrike Mechwarrior, with charging brawlers regining supreme.
No, that is a mess.
For your consideration.
And yes, your thread title is a model of hyperbole in spite of your claims to the contrary.
#18
Posted 01 October 2013 - 04:15 PM
#19
Posted 01 October 2013 - 04:42 PM
Mainly is that where the two teams meet is WIDE OPEN.
We have all this city and builds that nobody uses, very frustrating.
#20
Posted 01 October 2013 - 05:06 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.
Give it time. New toys take a little to break in. I was getting to know the lay of the land... well after I was killed that is.
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