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Crimson Strait: 1 Sided Map


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#1 RandomLurker

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Posted 06 October 2013 - 10:35 AM

CS, assault mode. The Left Side always has a disadvantage, since they cannot flank or do any kind of manuevering at all.

Also, there's only one place where combat ever really happens. For a map with such variety and awesome terrain, it's a shame to be pigeonholed into the same spot every time.

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Suggested fix: Add a path through the mountains to the south (through that peninsula of out-of-bounds-ness). Also, add some ships in the harbor to make that a viable path with scattered cover.

#2 RandomLurker

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Posted 06 October 2013 - 10:40 AM

Here are the two new paths for the Left Side. One through the Mountains, one through the Harbor. These two changes should provide balanced, but not symmetrical, approach options for both teams.

Mountain Path: Allows flanking to behind the enemy choke point. The steep slope has a greater impact on heavy/assault mechs, making it undesirable for the complete team to move there. This balances with the Right Team (blue) upper path, which is undesirable to heavies because of it's long travel time. Also provides back-door into team base.

Harbor Path: Allows a direct approach and cross to the Urban environment. Allows covering fire to be laid on the Parking Garage in the map center. Allows a long straight run with urban cover for lights to enemy base. As balance, is exposed to incoming fire from multiple directions, making complete cover impossible.

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Edited by RandomLurker, 06 October 2013 - 11:21 AM.


#3 Syllogy

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Posted 07 October 2013 - 07:42 AM

I notice that the far right blue path is actually much further than the sprint across the water from the left; by the time the blue team rounded the corner, the red team would already have crossed the bay and be in the city.

#4 Fut

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Posted 07 October 2013 - 07:55 AM

View PostSyllogy, on 07 October 2013 - 07:42 AM, said:

I notice that the far right blue path is actually much further than the sprint across the water from the left; by the time the blue team rounded the corner, the red team would already have crossed the bay and be in the city.


That's a great point.

Why do the maps need equal cover and equal paths...etc.
The fact that both sides have different obstacles ahead of them after the drop lends a bit of realism to the game.
The "disadvantage" for the one side isn't game breaking, it's just as plausible to secure a win from either side of the map.
Besides, it's not as if you're only ever getting dropped onto the left side (the "bad" side), You'll get the other base just as often, so it kind of balances out in the long run.

#5 Barantor

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Posted 07 October 2013 - 08:00 AM

I believe I saw one match where the left team went north around the island through the water and came through city with a lance. It gave them cover with the island mountains.

The island has direct cover and some missile cover. I shot up a lot of the enemy who weren't under the platform with lrms and even had a stalker try to come at me from city across the water only for me to put lrms on him and make him a submarine.

It is limited in the paths on the left though. Wish there was another pass due south of the left spawn that went either through a different tunnel or some sort of winding road.

#6 Tyman4

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Posted 07 October 2013 - 08:15 AM

OP: I agree, currently the map is tactically one sided. Limited space for the "Left Side" team means they have real difficulty brings the whole teams firepower to bare.

This also includes the conquest version when all bases except kappa are virtually given to "Right Side". Only kappa is available for the left side without confrontation, and theta is defintely only for lights and fast mediums.

It's not about the realism of the situation but more that the match can be won from both sides. Similar problem with alpine peaks. the team with high ground nearly always wins. However that map is limited because it was never adjusted for the "new" movement rules which prevent climbing the central mountains on alpine peaks.

#7 Krivvan

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Posted 07 October 2013 - 08:18 AM

The water is cover for light mechs, especially Jenners. They are mostly submerged and shots that hit them rarely do much damage. It gives them a path to the city which then gives them a path to the other team's base.

Additionally, cyan team may have more attack options, but red team has a stronger position to defend from. Splitting up between the island and the main landmass allows the red team to keep a strong position whereas cyan can't really do the same without exposing some route to their cap.

#8 Barantor

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Posted 07 October 2013 - 08:21 AM

I almost think that adding a crashed dropship on the island in the north and making that one start point and then having the other start point be down south on the island there (in the river-ish water feature) would be a better bet.

#9 Kyynele

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Posted 07 October 2013 - 08:38 AM

One of the hardest battles I've seen so far was the Red team going to the No Cover Zone of Death (Not a Viable Team Path), and blasting away with heavy sniper/LRM fire. They managed to kill half of our Cyan team before we finally rushed to their base and forced them to move. Ended 12-10, and could've easily flipped the other way round if the enemy Jagers would've gotten lucky one more time with their double gauss.

Anyway, I think this map really shines in Conquest. Assault is OK.

#10 DaZur

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Posted 07 October 2013 - 08:43 AM

I watched a lance of Altas -D and Catapults position on central island and under the canopy of ECM absolutely devastate the enemy...

All it took was a decoy lance to draw them to the ship-yard and whammo... LRM meat. :D

While I agree the topology does encourage the present linear pathing for the red, it's more of a product of blob mentality, when a little tactical communication can lead to a wider diversity of engagement.

I'm more concerned with the wasted topology south of blue...

#11 Syrkres

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Posted 07 October 2013 - 08:44 AM

I think this may be a map towards some of the new game play we are hoping for.

Planet Attacks/Defending
- A unit is attacking the planet (and/or) is defending, they should have the upper hand of where they start (they live there). The aggressors are landing outside (far stretch) of the city and invading (and rarely) would have equal or better standings/starting than the defenders.

So I like the map from that point of view.

Though I will say I was surprised to learn that we could not go through the south/west mountain pass, but I'm thinking they didn't want another Terra map where two teams can walk by each other without ever seeing each other. But like some said it would not be a good walk for bigger mechs. If they made it so only some mechs could go that way (good idea) it would force some teams to meet with adding the ability to sneak around, but then people would complain that their mechs cant get there and it's unfair...

#12 DaZur

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Posted 07 October 2013 - 08:45 AM

View PostKyynele, on 07 October 2013 - 08:38 AM, said:

One of the hardest battles I've seen so far was the Red team going to the No Cover Zone of Death (Not a Viable Team Path), and blasting away with heavy sniper/LRM fire. They managed to kill half of our Cyan team before we finally rushed to their base and forced them to move. Ended 12-10, and could've easily flipped the other way round if the enemy Jagers would've gotten lucky one more time with their double gauss.

Anyway, I think this map really shines in Conquest. Assault is OK.

Something tells me we are talking about the same match... :D

#13 King Curt

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Posted 07 October 2013 - 10:27 AM

Map imbalance is more a problem in Conquest than Assault game modes. The map is new so there are undoubtedly some edits ahead for it. Some nice ideas here. I don't find the island to be entirely devoid of cover, but it sure is hard to leave that cover once there.

Still, I love that map :D

#14 RandomLurker

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Posted 07 October 2013 - 01:38 PM

View PostSyrkres, on 07 October 2013 - 08:44 AM, said:

I think this may be a map towards some of the new game play we are hoping for.


Good point, and conquest is sort-of ok as it is. That's why I picked on Assault. Although, the lack of flanking options limits conquest pretty heavily too, but at least the multiple cap points draw people out of the parking garage.

The bottom line, to me, is that the map always plays out the same because Red (Left Side) has no options. I've seen various different things happen as they respond to Blue's different approaches, but it's always from a turtle/defensive response posture. The Island does have cover, but it's very poor, and only good for covering part of an approach. There's only one position where you can fire from cover, and only one path to cross the island because of the steep hills. So it basically ends up being a flanking path for light mechs.

I've played the map in PUGs and in my clan drops. On the premade drops, playing Red involves getting recon on Blue and setting up a firing line in the appropriate spot to meet them- and all of these spots are somewhere in/on the parking garage. Playing Blue, it involves coordinating multiple approaches and possibly sending snipers up the far right to keep them pinned down for a tunnel move. Red reacts to blue, and always in the same area. I'll admit there's more variety in the map then my arrows give credit to, but that's generally due to people running off in random directions because they are tired of the parking garage and are deliberately trying to avoid it. The map design itself discourages variety.

And that's a shame, because a lot of the map is brilliant. The urban areas are a mix of tight quarters and open, long streets, very interesting combat terrain. The give and take accross the mountains to the left / city to the right makes for some very interesting tactical choices. It's a shame most of it is to the East/South and never gets used because it's outside the funnel. This is a potentially awesome map with some really great design, but it's fundamentally flawed in some deep gameplay aspects. Some really minor fixes would open it up to true awesomeness.

View PostSyllogy, on 07 October 2013 - 07:42 AM, said:

I notice that the far right blue path is actually much further than the sprint across the water from the left; by the time the blue team rounded the corner, the red team would already have crossed the bay and be in the city.

The same is true of the Far Left red path, and it's matching blue path. They're supposed to offer opposing sets of advantages/disadvantages without being mirrors of each other. So on path is open to fire with scattered cover, the other path is narrow with a more direct approach. It encourages tactical thinking to have multiple options.


View PostDaZur, on 07 October 2013 - 08:43 AM, said:

I watched a lance of Altas -D and Catapults position on central island and under the canopy of ECM absolutely devastate the enemy...

All it took was a decoy lance to draw them to the ship-yard and whammo... LRM meat. :D

While I agree the topology does encourage the present linear pathing for the red, it's more of a product of blob mentality, when a little tactical communication can lead to a wider diversity of engagement.

I'm more concerned with the wasted topology south of blue...


Sounds like someone with some planning set up in a way that exploits the map's natural flaw. They knew where the enemy would inevitably go, and set a trap for them. Good thinking imo. Though while I'm sure it's nice to see a break from the blob, it's not a very good commentary on the map itself. Blue could do the same thing from the Upper Right City, and wouldn't even need a decoy lance to do it with because red has no choice of approach path.

Edited by RandomLurker, 07 October 2013 - 01:39 PM.






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