Ok, so I haven't played in literally all the maps we have available, but I do have a thought about two of the Conquest runs, one each on the Tourmaline Desert and one concerning the Alpine Peaks. I've noticed that the team side that has their Charlie lance drop close to the Epsi site has a seemingly farther distance of separation from their sister lances than the Charlie lance dropped closer to Kappa. It seems to be the only specific distance drop that's unbalanced right now, even the lance drops in Mordor are all close enough in distant separation for all things in a Terra Therma Conquest run to be equally miserable, umm, I mean equitably challenging.
Likewise, my wonderment about the current re-assignment of the cap sites in Alpine Peaks is focused on the fact that "oh gee, look at the bright and ready brawling opportunity we have here... in the middle of the largest map we all run..." Doesn't it kind of defeat 2/3's of the strategic possibilities of Alpine Peaks when the middle three cap sites on the map are all within 1200-some meters of one another? And to boot, significantly closer to Sigma than to Gamma? Just saying, the reason for having Crimson Straits and Alpine is to have the chance to stretch our legs and not do River City/Forest Colony version 2 runs, am I correct? Just posing the thought to see what responses others might have to our new set-ups.
A Thought About These New Lance Drops
Started by Davis Early, Dec 10 2013 05:09 PM
4 replies to this topic
#1
Posted 10 December 2013 - 05:09 PM
#2
Posted 10 December 2013 - 05:24 PM
Here's a great resource to check that out: http://mwo.smurfy-ne...peaks&m=assault
You can choose different maps and modes.
Edit:
Alpine Peaks, Conquest seems off though.
You can choose different maps and modes.
Edit:
Alpine Peaks, Conquest seems off though.
Edited by Praetor Shepard, 10 December 2013 - 05:28 PM.
#3
Posted 10 December 2013 - 05:41 PM
I've seen that one before, nice to see how it's updated now, too. But there are only so many parts to a map, especially considering the up and down nature of Alpine Peaks, that can contribute to the speed with which a lance can traverse a distance. It may be old tactics still dictating this, but every time I've run a Conquest on Tourmaline, the Sigma side team is making it to Kappa in force first. I would love to see the game runs continue to evolve as groups try different things, but thus far, Tourmaline has stayed pretty stagnant in both it's game flow and result. The Sigma team is winning every time thus far. Getting to be a bit boring, truth to be told, I'm sure some minor tweak in the drop positions would have a much more balanced effect on each side having an equal shot at success.
#4
Posted 10 December 2013 - 06:17 PM
Alpine has always been an issue, with the wide-spread caps meaning that most mechs have little to no input on the outcome of the match. 12v12 made it worse in that, due to longer cap times, even if a team won the main fighting, gaining numerical superiority, and scattered to cap, by the time they got to the caps they might not have time to un-cap and stop the points flowing to the other team before they hit 750.
This was PGI's answer. Not.... exactly the route I would have gone, but it's the thought that counts, right? Right?
This was PGI's answer. Not.... exactly the route I would have gone, but it's the thought that counts, right? Right?
#5
Posted 11 December 2013 - 01:11 AM
Ill make this easy for everyone. The new drops are more wasted time and less of everything this company said this game was about. Like team work? So drop everyone in different locations? "That will make teamwork happen. After all it did not work when we dropped them in a group". In reality it seems like more "punishment" for asking for things from them that they should have given us already. Stop trying to kill your game and a beloved franchise PGI at our expense.
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