What I Want In Future Maps.
#1
Posted 19 October 2013 - 11:52 AM
It's not necessarily that those strategies are bad, but as soon as they start happening it's almost always a snowball effect for one team. Leading to a lot of the "Capwarriors!" And "GG weight limits" being seen thrown around by the losing team.
I would like to see a defensible location at each route with 2+ paths to maneuver around for more depth per map. It would make maps last longer before they start getting complained about via forums and would stop the clustering to one spot as we have seen with other maps(Caldera, Dropship, Port).
Thoughts? Ideas? Suggestions?
P.S. I think this is the longest post I've ever written and while re-reading I noticed it sounded like complaining. But you know what? I am... I want better maps and as you can see by my badges I'm willing to pay for them.
#2
Posted 19 October 2013 - 01:03 PM
#3
Posted 20 October 2013 - 12:29 AM
#4
Posted 20 October 2013 - 08:02 AM
Biglead, on 19 October 2013 - 11:52 AM, said:
This made me lol
But yes, I generally agree. However, the blob will complain even more about having to think and possibly press more than 1 button
Edited by Zerberus, 20 October 2013 - 08:02 AM.
#5
Posted 23 October 2013 - 09:33 AM
Tycho von Gagern, on 20 October 2013 - 12:29 AM, said:
True, but if the commander sets a rally point slightly forward of the start point and sends the scouts out right away then the opertunity to set ambushes presents itself. Once one team has done 30-40% damage to the other team then the leading team can think about going on the advance.
#7
Posted 23 October 2013 - 09:44 AM
Tycho von Gagern, on 20 October 2013 - 12:29 AM, said:
If you take away home bases, this wouldn't be an issue on a big map. Not being able to cap a base and win, means you meet another mission goal or kill all the enemies.
#8
Posted 24 October 2013 - 10:34 AM
#9
Posted 11 January 2014 - 01:57 AM
What we mostly have now are arena style maps, and that just doesn't jive with a Battletech simulation in my book. With the vaunted new UI 2.0 coming out, different dropweights and numbers could be selected for maps and teams to choose from, and they could have a foundry type system where people could elect to play on player made maps - which if good enough - could be put into normal rotation.
Yeah, yeah, PGI; I know. Back to the island with me!
#10
Posted 11 January 2014 - 03:23 PM
#11
Posted 11 January 2014 - 04:08 PM
1. Recon & Scouting - The role will be absolutely vital for the Assaults.
2. TAG - An actual reason to fire LRM's on a target bearing given by the TAGing Recon.
3. Re-Am, via Ammo dump or DZ or even from a Drop Ship at a pre-determined LZ. This could create a role for the Patron Loader
4. More objectives and side objectives that could be rewarded in C-Bills or GXP E.G. Capture Mech Repair Bay and use it.
5. A real Commander role in a duel seat Mech (Probably an Atlas)
#12
Posted 12 January 2014 - 10:02 PM
A large force of Mechs maneuvers like a fleet of ships, rather than an infantry squad. Because of that the maps needs to behave more like oceans than as mazes. The terrain should be varied but it should almost always be navigable. Walking up and down hills, crossing gullys, wading through water features and so on. What it should not be is what PGI has done, lots of cliffs and movement funnels that are fine if you are the only Mech in the game but through which it is impossible to maneuver a large force without creating chaos in the movement and reducing everyones ability to fight to near zero. If players have to watch the terrain when maneuvering, then they cannot be watching the enemy as well. In order to watch the enemy, they have to stop moving. Armies do not deploy tanks to the mountains, they are deployed to the plains and rolling countryside that they can best use. Mechs should not be forced to fight on terrain that all but eliminates their ability to maneuver in combat.
We need large maps, much larger than PGI seems able to manage, we need terrain suited for armored warfare and maneuver and we need clear visibility to extend the radius of battle as far, or further than the weapons can fire.
#13
Posted 13 January 2014 - 10:05 AM
#14
Posted 13 January 2014 - 11:16 AM
#15
Posted 15 January 2014 - 09:38 PM
StaIker, on 12 January 2014 - 10:02 PM, said:
A large force of Mechs maneuvers like a fleet of ships, rather than an infantry squad. Because of that the maps needs to behave more like oceans than as mazes. The terrain should be varied but it should almost always be navigable. Walking up and down hills, crossing gullys, wading through water features and so on. What it should not be is what PGI has done, lots of cliffs and movement funnels that are fine if you are the only Mech in the game but through which it is impossible to maneuver a large force without creating chaos in the movement and reducing everyones ability to fight to near zero. If players have to watch the terrain when maneuvering, then they cannot be watching the enemy as well. In order to watch the enemy, they have to stop moving. Armies do not deploy tanks to the mountains, they are deployed to the plains and rolling countryside that they can best use. Mechs should not be forced to fight on terrain that all but eliminates their ability to maneuver in combat.
We need large maps, much larger than PGI seems able to manage, we need terrain suited for armored warfare and maneuver and we need clear visibility to extend the radius of battle as far, or further than the weapons can fire.
Agree, but not all maps should be like this either, it's the variety that we need though with only alpine being close to that.
#16
Posted 16 January 2014 - 10:42 PM
#17
Posted 17 January 2014 - 10:57 AM
There's a couple places on River City that could be cool shortcuts for Lights: just right of the fallen bridge as your coming down from Upper/Park and the Dock to the left just before the bridge as you're facing the dropship. Both have little dead ends that run about 100 meters but don't have an exit!
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users