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New Spawn Points & Artillery/air Strikes - Terrible


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#161 Kjudoon

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Posted 08 December 2013 - 09:23 AM

View PostDamia Savon, on 08 December 2013 - 07:41 AM, said:


Yummmmmmmmmmmmmmmmmm. Now that is just teasing.


I dunno if model Esther Parisi play much MWO. She might be more focused on other aspects of her life. Lets hear it for Google picture search.

#162 Abivard

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Posted 09 December 2013 - 12:31 AM

We need to be able to call in arty and air from the battle map.

Some of these spawn points might need some adjusting.

mechs should have separate and additional module slots dedicated to airstrike, arty and other consumables only.

#163 Joseph Mallan

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Posted 09 December 2013 - 05:51 AM

View Post3rdworld, on 06 December 2013 - 12:10 PM, said:


Seismic.... are you purposefully trying to be thick?

And that is RL, this is a game and not even a simulator. Do you see the difference?



Lol. so you admittedly do not have the experience with which to base an accurate opinion on the strength of consumables, yet continue to spout it.

Cool.

Ya, and like most games it requires a semblance of balance, of which the current implementations of Arty & Air do not qualify.

Wanna let me drop with your crew to show me the error of my ways? :)

#164 3rdworld

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Posted 09 December 2013 - 06:08 AM

View PostJoseph Mallan, on 09 December 2013 - 05:51 AM, said:

Wanna let me drop with your crew to show me the error of my ways? :)


Sure, we have Proxis Mon-Wed, show up around 8:30pm EST

We r on the MRBC TS.

See u there

#165 Joseph Mallan

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Posted 09 December 2013 - 06:10 AM

View Post3rdworld, on 09 December 2013 - 06:08 AM, said:


Sure, we have Proxis Mon-Wed, show up around 8:30pm EST

We r on the MRBC TS.

See u there

MRBC? Is that a Sponsored server or private?

#166 Mavairo

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Posted 09 December 2013 - 06:23 AM

View PostJohn MatriX82, on 05 December 2013 - 02:03 AM, said:


The new spawn points are extremely unbalanced both in public and competitive 12mans. In maps like caustic, terra therma, tourmaline, there's always 1 lance for one team that is pretty far from the allied ones and near to two enemy ones.
This leads to exploiting them.

-D5 spawning lance on tourmaline
-B5 spawning lance on Caustic
-B6 spawning lance on Terra Therma

In all of these maps there's one lone lance that can be instantly charged by 1 comparable-weighted enemy lance with the support of a fast moving one, because they have a rather long walk to even try to make it for the allied group.

All of the other spawn choices like Alpine and other maps, where the team is so split up, lead to inbalance, furtherly exacerbated by the matchmaker that it's not working.
Now pugs have an easier way to wander around alone and you can start your match handicapped in less than 2 minutes.

Spawn points on Canyon Network do not allow several non-jj capable mechs to even reach the higher ground unless backpedaling back to base and losing time in the process, because you literally spawn in front of an un-climb-able wall, this renders movement archetypes even more annoying than they were before.



Agree, it would be so simple to lower DMG per shell @ 30 and increase from 10 to 12-14 shells dropping down. This would avoid headshots, while keeping overall damage near 400 as it is now.


When I saw the spawn points for the first time on Terra Therma, Canyons, Caustic and Tourmaline (which was already a pretty crappy map) I couldn't believe my eyes. It was like they intentionally picked the wrong spots, just to give the who was on the favored side a /faceroll victory.

#167 3rdworld

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Posted 09 December 2013 - 06:24 AM

View PostJoseph Mallan, on 09 December 2013 - 06:10 AM, said:

MRBC? Is that a Sponsored server or private?


Private

http://mercenarystar...ak-information/

#168 Joseph Mallan

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Posted 09 December 2013 - 06:27 AM

Thanks, Tuesday or Wednesday as my shows are on! :)

#169 Damia Savon

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Posted 09 December 2013 - 06:28 AM

View PostAbivard, on 09 December 2013 - 12:31 AM, said:

We need to be able to call in arty and air from the battle map.

Some of these spawn points might need some adjusting.

mechs should have separate and additional module slots dedicated to airstrike, arty and other consumables only.


I would prefer a single module that allows you to call one airstrike or one artystrike a a game rather than a consumable. Keep the MC one but make the regular a module. I hate reloading

#170 Junkman7mgte

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Posted 09 December 2013 - 06:58 AM

View PostJoseph Mallan, on 06 December 2013 - 10:54 AM, said:

I'd like to see it in action. hen I' let you know if it felt like arty actually falling on my head.


I exclusively pug Joseph, yet, have been in matches with 4-8 strikes on each team. I thought it was freaking cool :) Those matches all had premades, shouting out Unit names at start of match usualy. Yes, I took damage, kinda hard not to, with that much {Scrap} flying around, but, it just made it more interesting IMO. > for giggles to your earlier post -- old slow and 30 year gamer ---- 1st on my block to get the Atari 2600 <

#171 Joseph Mallan

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Posted 09 December 2013 - 07:26 AM

View PostJunkman7mgte, on 09 December 2013 - 06:58 AM, said:


I exclusively pug Joseph, yet, have been in matches with 4-8 strikes on each team. I thought it was freaking cool :) Those matches all had premades, shouting out Unit names at start of match usualy. Yes, I took damage, kinda hard not to, with that much {Scrap} flying around, but, it just made it more interesting IMO. > for giggles to your earlier post -- old slow and 30 year gamer ---- 1st on my block to get the Atari 2600 <

I only go back far enough to have had this:
Posted Image
1977 classic!!


I don't see that many strikes in 4man/PUG myself, but I have learned to avoid second hand smoke on the battlefield. :P

#172 Almond Brown

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Posted 09 December 2013 - 12:22 PM

As with all things. These modules have a Good side and a Bad side.

Good is when the smoke and spolsions are over ------->there ;)

Bad is when the smoke and spolsions appear to be originating from your owns mechs butt-hole.. :P

If you just want the Good without the Bad, or visa versa, then there may be an issue. LOL! :P

#173 Zordicron

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Posted 09 December 2013 - 04:43 PM

I will say this:

On Alpine, the new spawn points have all but eliminated cap rushes. So far as i have seen in the few pugs matches I have played.

I should mention i only play assault before getting to far into this. I dont play conquest, even with my 12 JJ spider ;)

I think the intention is very good, i think the execution is under review, and will be polished later. it took them a long *** time to do this, probably wanted a huge amont of data from the heat maps before doing the work.

I think river city is much improved on assault, as is alpine.

I think terra therma- it depends on how competent your pug is. i had a match where the lance on the perimeter was an atlas, a misery, a battlemaster and a dragon. They went around the edge to cap because thats where the path led them. The rest of us were blown to bits in a 12 vs 8 where our assaults were nowhere to be found. I had a match too where we all sort of meandered towards the one side of the mount doom, and then flanked the enemy and stomped them bad because we caught their mediums in the open right off and got a significant numbers advantage. This map needs a revision, the matches are deffinatly not all about marching into mount doom anymore, but they are also some of the most lopsided I have seen in a long while, one way or another depending on how your pug lotto turns out.

Alpine: might need a little polish, but overall I like how it has turned out. Makes scouts actually useful for more then 5 seconds, and makes deciding on where to move to( NO matches have reverted to radio tower standoff as of yet for me) to set up defenses or advance on the enemy much more important.

River City: much better, havent seen anyone successfully cap rush yet. No more yin/yang base race. A lot more opportunity to use the terrain for advantage and cover etc.

Forest colony: I see nothing different, did they even change this?
Frozen city: Mostly not enough to alter peoples behavior on this map. The one side mostly just zergs to the ship. I see more tunnel running actually though, not that that turns out well usually.

Tourmaline: Jury is out for me on this. Does seem to make scouts run into each other more, but with the abundance of streakboat jenner hero and streaktaros used to counter them the last week, I think the end result of this one will take some time to see.

Again, this is me playing pugs on assault. I can not provide feedback on conquest. Or premades.

As for the bombs, eh, i got caught in one with my spider by accident when I ran over the hill(couldnt see smoke) at a bad time haha, my arm armor ate it. But other wise most of the time it is being used pretty tactically IMO. Lots of times used to break up a zergfest blob.





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