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Psa: New Spawn Points!


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#1 scJazz

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Posted 04 December 2013 - 06:58 AM

We almost never link this resource but now is a great time.

Spawn points have been changed as well as base locations in the Dec 3rd Patch.

You might want to take a look at Smurfy ;)

The link we never post...

http://mwo.smurfy-ne...peaks&m=assault

#2 Heavenly Angel

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Posted 04 December 2013 - 07:06 AM

It looks like they want to create more engagements on the lance level but it's a bit likeeeee why not just go back to 8v8 if the fights are too big?

#3 BSK

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Posted 04 December 2013 - 07:14 AM

Actually on AlpinePeaks I was just playing as always and suddenly had 6 enemies in my back, which was a big surprise. It could have been much better when we had seen this on maps BEFORE this was going life ..

#4 scJazz

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Posted 04 December 2013 - 07:17 AM

View PostBSK, on 04 December 2013 - 07:14 AM, said:

Actually on AlpinePeaks I was just playing as always and suddenly had 6 enemies in my back, which was a big surprise. It could have been much better when we had seen this on maps BEFORE this was going life ..

L2Adapt ;) JK

It is strange and wonderful and interesting. I actually had to look at the map on Tourmaline before taking up my... CTF-3D 2xAC10 spot which no longer really exists. I had to think! ZOMG WTF OP!

#5 Shiro Matsumoto

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Posted 04 December 2013 - 07:19 AM

Catering slow mechs again, dont we?

but yes, maybe pugs work as lances more.

#6 Bront

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Posted 04 December 2013 - 07:29 AM

Conquest on Alpine is fun again! It's confined to a space about the size of River City, with folks starting just outside of that.

Yeah, need to develop new tactics, and maybe, you know, communicate with other lances?

#7 BSK

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Posted 04 December 2013 - 09:55 AM

View PostBront, on 04 December 2013 - 07:29 AM, said:

Yeah, need to develop new tactics, and maybe, you know, communicate with other lances?


too bad you dont see at start WHERE your lance spawns, then the countdown made even sense ..

#8 Prc

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Posted 04 December 2013 - 11:00 AM

View PostBSK, on 04 December 2013 - 09:55 AM, said:


too bad you dont see at start WHERE your lance spawns, then the countdown made even sense ..


+1

#9 TercieI

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Posted 04 December 2013 - 11:04 AM

Thanks for the reminder, Jazz. I forgot Smurfy had these maps.

Seemed to hit all Conquest last night and didn't experience "new River City" on Assault. That is going to be different.

It's like we didn't get one new map, we got eight. A lot of (re)-learning to do.

#10 Kraven Kor

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Posted 04 December 2013 - 11:14 AM

Thing is, now everyone just takes longer to blob up, and generally one lance of 4 is going to get caught with their pants down by 2 lances totaling 8 mechs, more often than not.

Splitting up the spawn points is a great idea; but it needs to be combined with more mission-style game modes that encourage and force teams to split up to cover multiple locations.

We start split-up now, great, but have no benefit from remaining split up.

This game needs more objective-based, mission-style gameplay, stat.

A map with 12 on 12 needs to have at least 3 to 5 important locations where teams need to deploy mechs to. Force teams to split up and force teams to consider who to send where and why.

Anything would be better than "cap or kill."

Edited by Kraven Kor, 04 December 2013 - 11:14 AM.


#11 giganova

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Posted 04 December 2013 - 11:19 AM

View PostBront, on 04 December 2013 - 07:29 AM, said:

Yeah, need to develop new tactics, and maybe, you know, communicate with other lances?


Not everyone has time to type in lance/team chat. This would be a valid statement if proper voice comms were integrated into the game, which will probably never happen.

#12 Bront

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Posted 04 December 2013 - 11:21 AM

View Postgiganova, on 04 December 2013 - 11:19 AM, said:


Not everyone has time to type in lance/team chat. This would be a valid statement if proper voice comms were integrated into the game, which will probably never happen.

There's plenty of time right after you start to say "hey, form up in X45". Heck, once you can recognize the starting points prior to the drop, you can start calling it out before the drop.

#13 -Muta-

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Posted 04 December 2013 - 11:25 AM

Best change EVER. Now people actually use most part pf the map and not the usual regualr boring spots... Now there is no way without a fight


I LOVE IT

Edited by Mutaroc, 04 December 2013 - 11:26 AM.


#14 giganova

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Posted 04 December 2013 - 11:26 AM

View PostBront, on 04 December 2013 - 11:21 AM, said:

There's plenty of time right after you start to say "hey, form up in X45". Heck, once you can recognize the starting points prior to the drop, you can start calling it out before the drop.


Like I said, not everyone has time. You might, but not everyone. Proper voice comms would fix so many 'lack of communication' issues.

#15 Nehkrosis

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Posted 04 December 2013 - 11:27 AM

Its all great.

We had a blast dropping last night, with firefights breaking out all over the map.

Actual reinforcements? no more blob warfare?
hell yeah.

#16 -Muta-

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Posted 04 December 2013 - 11:28 AM

- Now alpine peaks is not longer the usual radio tower fights all the time

- River city is no longer a cap race

- Tourmaline is not always E6 fights,

- Therma is no lnger a race to gain the volcano and is now the scenario of epic fights all over the place,

- Canyon networks is a different story using the entire map

- Frozen city has become a map full of brawling

-Caustiic has moved more to the sides but caldera still being used a lot (which is fine)

- Crimson has always been ok due to its size

- Forest colony... still a good map (but could improve)

#17 Bront

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Posted 04 December 2013 - 11:51 AM

View Postgiganova, on 04 December 2013 - 11:26 AM, said:


Like I said, not everyone has time. You might, but not everyone. Proper voice comms would fix so many 'lack of communication' issues.

So you can't spare 10 seconds to chat while starting your mech up?

Proper voice comms would be nice, but I manage to coordinate with many PUG groups using chat just fine (and yes, voice would be better... except when it's not due to folks abusing or or being unpleasant in it)

Edited by Bront, 04 December 2013 - 11:52 AM.


#18 Mechteric

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Posted 04 December 2013 - 12:00 PM

View PostMutaroc, on 04 December 2013 - 11:28 AM, said:

- Frozen city has become a map full of brawling

- Forest colony... still a good map (but could improve)


While I haven't played these yet since the patch, looking at the updated smurfy maps I see no change for forest colony, and the changes in frozen city are pretty minimal, lances start close enough to not make much difference from before (cept maybe for mechs going <70kph). Most other maps seem more significantly different however.

Edited by CapperDeluxe, 04 December 2013 - 12:02 PM.


#19 giganova

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Posted 04 December 2013 - 12:13 PM

View PostBront, on 04 December 2013 - 11:51 AM, said:

So you can't spare 10 seconds to chat while starting your mech up?

Proper voice comms would be nice, but I manage to coordinate with many PUG groups using chat just fine (and yes, voice would be better... except when it's not due to folks abusing or or being unpleasant in it)


I can, you can, not everyone can. I play with a friend who only has one arm, she's an amazing pilot even if the impairment is considered. She uses a series of on-the-fly macros and foot switches to play the game just as well as anyone else. Another one of my buddies is legally blind, but he holds his own with the rest of them. My point being, not everyone is like you and voice coms would dramatically improve their gaming experience when it comes to coms. As far as abuse of the system goes, that is why I specified "proper" coms with the ability to mute on a user to user basis, not that hard to pull off. Integrated voice comms are sorely needed in this game, and not just for the obvious reasons.

Edited by giganova, 04 December 2013 - 12:40 PM.


#20 Appogee

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Posted 04 December 2013 - 12:16 PM

A very positive change.





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