COMMON HEADER INFORMATION TO ALL MAP & MODE REVIEWS
Maps will either be listed with Smurfy links when you can mouse over Lance and Turret locations to see what is where at match start. I will provide a map image or two of my own modified from Smurfy’s with marking showing in White outlined areas where typical combat is at least in my ELO bracket and possible recommendations for new Turret locations for reasons described, these will be in SPOILER sections. If two maps are similar (ex: Frozen City & Frozen City Night) I will combine them into one review noting any differences between them.
This is the first in the series on a map with 2 versions I especially dislike in one mode.
I would like to note one common thing about Turrets on all Maps.
With a LRM Turret having 2LRM10s (unknown if Artemis is present), I think of these as a Medium LRM Mech.
With a Laser Turret having 2 Medium Lasers, these are slightly less firepower then even a Locust.
Given the ‘Mech equivalent strength of the two Turret types, I believe the LRM one may be one launcher size too big and should be dropped to twin LRM5s.
TOURMALINE DESERT
All modes have the same Lances names opposite each other (Alpha vs. Alpha, etc.).
It should be noted the different Lance positions between Assault & Conquest. Compare the Smufy map links below. The Gamma / Blue team’s Charlie Lance gets moved back away from Epsilon in Conquest compared to their start point in Assault. All three Sigma / Red team’s Lances get moved forward in Conquest from their Assault start locations.
Now let’s get you the Visitor’s Guide. Note, some of the locations are called by Community Names I know of, others I don’t and some I just plain made up.
In this map:
Spoiler
The White Line is a line of equipment on the ground near the Ring some Mechs cannot cross easy.
The Green line is the Ring, part of a downed spaceship.
The Purple line is the wreck of another spaceship.
Not much else notable here I can think of.
SKIRMISH MODE
Spoiler
Gameplay - A majority of the map noted by the White circled area sees fighting though there are odd times when it moves out of this area. Usually people avoid D3, D4, E3 & E4 due to a lot of low cover that leaves Mechs without ECM vulnerable to LRMs. The Ring area does not have much cover from LRMs but does provide spots for snipers to peek out from and duck under to avoid the missile rain.
CONQUEST MODE
Gameplay - Most fighting occurs both in the white area outlined above plus near the 3 center base locations. Usually only fast Mechs try to cap Gamma & Sigma due to the distance involved in reaching them.
ASSAULT MODE
Gameplay - A majority of the map noted by the White circled area sees fighting though there are odd times when it moves out of this area. Two reasons you do not hear much about base captures anymore:
- The base defenses are good with Turrets in a rough ring formation and LRM Turrets in the back.
- Distance to reach the bases is far.
Only a determined team that sends everyone to the base usually tries for a capture or rare moments when the last enemy cannot be found easily.
PERSONAL CHANGES SUGGESTIONS
The little cover of the D3, D4, E3 & E4 area is one spot I wish could be changed, more cover would encourage more use in Skirmish & Assault.
Possibly moving Assault bases & defenses a grid square closer may entice someone to try for a base capture depending on how Turrets are laid out, add a weak point like on Crimson Strait.