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The Canyon Network Trap


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#1 Rhaythe

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Posted 28 January 2014 - 05:37 AM

There's a spot on Canyon Network that I avoid at all costs. I call it the boneyard. I always stay away, no matter what mech I pilot. It's right here:

Posted Image

This goes double if I'm on the team approaching from the right side. It seems a little more survivable from the left, but either way, this one spot on canyon network feels like a deathtrap to me. Maybe it's just the openness of the terrain; maybe it's the easily-flanked pillars. But more mechs seem to die here - or even worse, get abandoned by teammates as soon as any kind of push crests the hilltops.

Are you piloting an atlas on this map? Are you tiptoeing forward, expecting your teammates to support you? Just don't. People retreat from the point like crazy, and many an atlas has died after being left to die by his team that was supporting just a moment prior.

I just don't go here. I try to advise teammates not to either. And yet, when teammates spawn at anything near the 'traditional' starting locations on the map, this is the immediate hotspot. It seems to break the usual "march counter-clockwise" notion in this game and people just head here at full speed, ready to die.

#2 jper4

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Posted 28 January 2014 - 10:58 AM

that's kappa right? yeah it does seem the first fighting always seems to start here. you go for epsi and MAYBE there's an enemy light heading that way too depending on where the drops are. but it does seem the fight starts at kappa then evolves from there as far as which side decides to start flanking the other depending on who controls kappa at any given moment. meanwhile you can power down on epsi for a couple minutes and not worry about it very much.

in fact i see a lot of times the team that starts on the left side of that map almost always finds themselves getting flanked from their base by the poor people on the other team who ran all the way around the epsi side in the vain hope of finding something to shoot at. then the destruction really starts to kick in. that part of the river is probably flammable by now given all the oil and fuel from destroyed mechs that has been dumped into it by now.

#3 NRP

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Posted 02 February 2014 - 02:48 PM

I used to really enjoy Canyon, but every since the climbing nerf this map is just not that enjoyable. It's an exercise in frustration for non-JJ mechs, and boring for JJ mechs because they have such an overwhelming positioning advantage on this once glorious map. Way to mess up a good thing, PGI. Bravo.

Canyon has dropped down below Alpine and just above Terra Therma (my least favorite) on my favorite maps list.

#4 MeiSooHaityu

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Posted 04 February 2014 - 04:14 AM

View PostNRP, on 02 February 2014 - 02:48 PM, said:

I used to really enjoy Canyon, but every since the climbing nerf this map is just not that enjoyable. It's an exercise in frustration for non-JJ mechs, and boring for JJ mechs because they have such an overwhelming positioning advantage on this once glorious map. Way to mess up a good thing, PGI. Bravo.



I would say the map isn't "AS" enjoyable, but it still ranks pretty high with me when it comes to what maps I like.

I think they could tweak the maps and add some additional ramps here and there to get up top, but that is about it.

Besides, if you need to get up somewhere, look for the flatter portion of the cliff, get a running start, and wiggle up the side (change directions back and forth). Normally you can shimmy up some spots that way that a mech can't normally walk straight up.

#5 Dawnstealer

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Posted 04 February 2014 - 08:21 AM

Yeah - I've found the best way to handle Canyon, no matter the game type or what I'm piloting, is right up the middle and up the broad ramp. You have options for retreat, options for pushing, options for caps (if playing conquest), if you have LRMs - everything is in range from there, you have cover, etc.

Going along the edges, which works great on other maps, either puts you in a killbox (like the OP says) or far away from the action where you have to trudge up. And by then, your team's either dead or rolling; or you're a fast guy and you're right in the thick of it.

#6 Rhaythe

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Posted 04 February 2014 - 08:24 AM

View PostDawnstealer, on 04 February 2014 - 08:21 AM, said:

Going along the edges, which works great on other maps, either puts you in a killbox (like the OP says) or far away from the action where you have to trudge up. And by then, your team's either dead or rolling; or you're a fast guy and you're right in the thick of it.

Once lobbies hit this game, I expect to see very few mechs in this map that don't have jump jets equipped. Otherwise, it's practically suicide.

#7 Bront

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Posted 04 February 2014 - 09:05 AM

JJs or no, I enjoy the map. It's a lesson in positioning. That one section used to be the spot to meet and fight, but it;s moved with the spawn point changes. Now it seems to be all over the place. Often the team that starts on the right will go around the other way and flank the team on the left.

There are plenty of different ways to go on this map, and plenty of ways to exploit that route. It's a map where scouting helps, and you need to be flexible. Well done I say.

#8 CeeKay Boques

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Posted 04 February 2014 - 01:30 PM

View PostNRP, on 02 February 2014 - 02:48 PM, said:

I used to really enjoy Canyon, but every since the climbing nerf this map is just not that enjoyable. It's an exercise in frustration for non-JJ mechs, and boring for JJ mechs because they have such an overwhelming positioning advantage on this once glorious map. Way to mess up a good thing, PGI. Bravo.

Canyon has dropped down below Alpine and just above Terra Therma (my least favorite) on my favorite maps list.


Climbing module?

#9 NRP

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Posted 04 February 2014 - 03:26 PM

Haven't tried it. Does it make a noticeable difference for something like an Atlas or Battlemaster (neither of which seem to be able climb over a pebble)?

#10 sabujo

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Posted 05 February 2014 - 09:19 AM

This is my favourite map. As it was said before, it requires a great deal of position awareness and movement. It also requires you to take special advantage of your weapons placement when using cover.

Its size is adequate and it's topography allows sneaking which, for instance, promotes the recon roles. I do, however, concur that it requires more ramps. There are segments with considerable length without a spot to get up. Without jump jets, it's a challenge, especially when you drop down accidentally.

Also, I think this would be an excellent candidate for a map variation (in light of what was done with Forest Colony and River City, for example).

#11 Thedrelle

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Posted 05 February 2014 - 09:50 AM

I would love to see a recent kill/death heat map of this area, that would either support or destroy your theory.

#12 Ace Selin

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Posted 07 February 2014 - 02:48 AM

I don't have a problem with that map and mostly pilot non jump capable mechs. Positioning, being sure you have some backup and if theres a big push from enemies be aware of retreat position or go all in and be ready to die.

#13 LastPaladin

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Posted 07 February 2014 - 08:49 AM

They definitely need to add some ramps, especially near the left side of Kappa. If you get pushed into the lowest part of the trench in that area and have no jumpjets, it's really a pain to get back up. You can either walk 2/3 of the length of the map back towards your starting location, or you have to push forward into the line of fire to get to the nearer ramp.

Not a good spot to find yourself in.

#14 Flyer101999

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Posted 25 February 2014 - 07:00 PM

View PostThedrelle, on 05 February 2014 - 09:50 AM, said:

I would love to see a recent kill/death heat map of this area, that would either support or destroy your theory.

I agree! It would help me for where I go and avoid in my Jenners

Edited by Flyer101999, 25 February 2014 - 07:01 PM.


#15 Sephlock

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Posted 25 February 2014 - 07:32 PM

Just don't ever go to that area.





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