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Factory Battlemap


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#1 xhrit

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Posted 21 August 2014 - 01:05 AM

Can someone who has the PTS client post the factory battlemap?

Edit : Thanks kuangmk11!
Posted Image

Edited by xhrit, 21 August 2014 - 11:45 PM.


#2 ApolloKaras

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Posted 21 August 2014 - 01:08 AM

http://mwomercs.com/...mass-production


You're a tad early :ph34r:

#3 Noesis

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Posted 21 August 2014 - 01:13 AM

There is a work in progress preview in DEVLOG 6

#4 MeiSooHaityu

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Posted 21 August 2014 - 02:11 AM

I hope it is a tight and claustrophobic map. The game is lacking a real up close map.

Some other maps (River City and Frozen City) have sections of tight urban fighting, but also have long sight lines and elevated positions for missiles and sniper weapons. These maps are still a mix of both short and long range. I want a map that is nothing bu short range brawl. Hopefully this will be closer to that.

Alpine is the pure long range map, give us a pure short range map.

#5 Impyrium

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Posted 21 August 2014 - 02:14 AM

View PostMeiSooHaityu, on 21 August 2014 - 02:11 AM, said:

I hope it is a tight and claustrophobic map. The game is lacking a real up close map.

Some other maps (River City and Frozen City) have sections of tight urban fighting, but also have long sight lines and elevated positions for missiles and sniper weapons. These maps are still a mix of both short and long range. I want a map that is nothing bu short range brawl. Hopefully this will be closer to that.

Alpine is the pure long range map, give us a pure short range map.


If anything most of the maps are too close up anyway. Compare them MW4's city maps- that managed to be up close and urban without appearing CoD-like.

#6 MeiSooHaityu

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Posted 21 August 2014 - 02:29 AM

View PostAUSwarrior24, on 21 August 2014 - 02:14 AM, said:


If anything most of the maps are too close up anyway. Compare them MW4's city maps- that managed to be up close and urban without appearing CoD-like.


I get what your saying. The older maps were pretty large.

With all our maps, if you take a long range build with (PPCs, ERLasers, LRMs, etc...) you can play on any map and be effective, but if you take a mech like a Swayback or an SRM machine and get Alpine in the rotatoin, your pretty boned until the fight comes together. Nothing worse than the enemy at H9 on Alpine taking pot shots at you and you can't fire back. Your just cowering behind a hill till the fight comes in close (which you might already be getting steamrolled).

That's fine (hey, wrong mech for the map on random rotation, it happens), but it would be nice to have a tight map where longer ranged weapons weren't as advantagous because of tight cover and short sight lines (none over 600m at any time). Gives the short range brawlers and quick mechs some fun cover to play with.

Long range mechs have Alpine, give short range mechs a map. That's all I'm saying.

#7 Wolfways

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Posted 21 August 2014 - 02:30 AM

There are brawling maps, and there are Caustic and Alpine :ph34r:

Also, no map should make any weapons pointless. If you only have short ranged weapons you only have yourself to blame.

Edited by Wolfways, 21 August 2014 - 02:31 AM.


#8 MeiSooHaityu

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Posted 21 August 2014 - 02:34 AM

View PostWolfways, on 21 August 2014 - 02:30 AM, said:

There are brawling maps, and there are Caustic and alpine :ph34r:

Also, no map should make any weapons pointless.


We agree to disagree then I suppose.

Besides, it wouldn't make any weapon pointless. Every weapon in the game works and is effective at 600m (even LRMs). Longer weapons can still out range the shorter weapons at the end of streets (or on a factory map, corridors). it's just the small fast mechs can use a lot of terrain to close distances. It brings things in close.

Also, the other maps are not brawl maps. Four grid squares of buildings on any map doesn't make it a brawl map.

Again, just a differing of opinion I suppose.

#9 Rhaythe

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Posted 21 August 2014 - 05:20 AM

View PostMeiSooHaityu, on 21 August 2014 - 02:11 AM, said:

I hope it is a tight and claustrophobic map.   The game is lacking a real up close map.

Some other maps (River City and Frozen City) have sections of tight urban fighting, but also have long sight lines and elevated positions for missiles and sniper weapons.  These maps are still a mix of both short and long range.  I want a map that is nothing bu short range brawl.  Hopefully this will be closer to that.

I kind of doubt it, just because light mechs would get utterly abused in a map with nothing but close-range corridor fighting. They just cna't bring enough firepower to get into a hallway shootout with anything heavier. The devs have to at least pretend they care about all weight classes here, y'know.

#10 MeiSooHaityu

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Posted 21 August 2014 - 05:29 AM

View PostRhaythe, on 21 August 2014 - 05:20 AM, said:

I kind of doubt it, just because light mechs would get utterly abused in a map with nothing but close-range corridor fighting. They just cna't bring enough firepower to get into a hallway shootout with anything heavier. The devs have to at least pretend they care about all weight classes here, y'know.


Actually lights and mediums would do well.

If your in a factory, there is a lot of isles and corridors. There is shelving, freight containers, half completed mech chassis, etc... Lights and mediums should have a lot of flanking options and a lot of cover to sneak in...hit...and get away.

Cover is a lighter mech's friend. This would help lights out more than hurt.

The only real thing it would hurt is LRMs. Lots of cover would make it difficult to maintain lock and get missiles through cover. There may need to be a tall ceiling and some places lights and med can JJ up on to get some good TAG lines.

#11 Mott

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Posted 21 August 2014 - 05:33 AM

View PostRhaythe, on 21 August 2014 - 05:20 AM, said:

They just cna't bring enough firepower to get into a hallway shootout with anything heavier.


Which is why you wouldn't try. :ph34r:

I regularly see good light pilots eat bigger mechs in the city sections of River City and Crimson. They're not idiots, they don't stand down a street, in front of a AC40 JM6 and try to slug it out with him.
They weave in and out, taking pot shots, avoiding fire. Now shooting from behind, now jumping on top of a building to snipe from above, then running for cover and doing it all over again.

Beyond tired of hearing the BS that the game has to be designed around this ridiculous notion that lights should be 1) able to stand and brawl with heavies and assaults or 2) protected from any situation where that may happen.

#12 STEF_

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Posted 21 August 2014 - 05:37 AM

View PostMeiSooHaityu, on 21 August 2014 - 02:29 AM, said:


I get what your saying. The older maps were pretty large.

With all our maps, if you take a long range build with (PPCs, ERLasers, LRMs, etc...) you can play on any map and be effective, but if you take a mech like a Swayback or an SRM machine and get Alpine in the rotatoin, your pretty boned until the fight comes together. Nothing worse than the enemy at H9 on Alpine taking pot shots at you and you can't fire back. Your just cowering behind a hill till the fight comes in close (which you might already be getting steamrolled).

That's fine (hey, wrong mech for the map on random rotation, it happens), but it would be nice to have a tight map where longer ranged weapons weren't as advantagous because of tight cover and short sight lines (none over 600m at any time). Gives the short range brawlers and quick mechs some fun cover to play with.

Long range mechs have Alpine, give short range mechs a map. That's all I'm saying.

Imho, MWO is too much casual. It doesn't make sense at all to choose a mech without knowing the map.

#13 Mott

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Posted 21 August 2014 - 05:44 AM

View PostStefka Kerensky, on 21 August 2014 - 05:37 AM, said:

Imho, MWO is too much casual. It doesn't make sense at all to choose a mech without knowing the map.


Or at the very fricken least... being able to swap a loadout after you know your map.

#14 xhrit

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Posted 21 August 2014 - 05:51 AM

View PostMott, on 21 August 2014 - 05:33 AM, said:

Beyond tired of hearing the BS that the game has to be designed around this ridiculous notion that lights should be 1) able to stand and brawl with or 2) protected from any situation where that may happen.


I'd like to see a 100km2 sized map - 50 times bigger then alpine. And a game mode with no time limit. And I dont want to hear any heavies or assaults complain that it takes an hour just to cross the map.

#15 Mott

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Posted 21 August 2014 - 06:00 AM

View Postxhrit, on 21 August 2014 - 05:51 AM, said:

I'd like to see a 100km2 sized map - 50 times bigger then alpine. And a game mode with no time limit. And I dont want to hear any heavies or assaults complain that it takes an hour just to cross the map.


Same here!

Imagine the laughs we'd have at the expense of the Direwolves and Stalkers?

Good times!

#16 zortesh

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Posted 21 August 2014 - 06:17 AM

View Postxhrit, on 21 August 2014 - 05:51 AM, said:

I'd like to see a 100km2 sized map - 50 times bigger then alpine. And a game mode with no time limit. And I dont want to hear any heavies or assaults complain that it takes an hour just to cross the map.


So you wanna walk 100x furthersthen normal to that one piece of superior terrain that one side camps every single game? no thanks... not without randomly placed bases at the very least.

We do need a brawler map, river city is not it. the sniper team wins nine times out of ten on river city, heck there was one of the battles in the tourney which was a perfect example of it...

Id love a map where bringing a ppc or guassrifle would just mean you brought a weapon with 400+ meters of useless extra range, where the clan er large was the worst waste of tonnage and heat you could bring... there are maps where bringing a srm brawler gimps your team, I don't see why there shouldn't be a few maps where bringing a sniper gimps your team.

#17 Wolfways

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Posted 21 August 2014 - 06:23 AM

View PostStefka Kerensky, on 21 August 2014 - 05:37 AM, said:

Imho, MWO is too much casual. It doesn't make sense at all to choose a mech without knowing the map.

It does make sense from a lore point of view. Mechwarriors have a mech. They don't have a choice but to use their only mech.

#18 Impyrium

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Posted 21 August 2014 - 06:38 AM

View PostWolfways, on 21 August 2014 - 06:23 AM, said:

It does make sense from a lore point of view. Mechwarriors have a mech. They don't have a choice but to use their only mech.


It was my understanding, too, that IS 'Mechs required a lot of work in order to have a weapon switched out.

Also, I tried MWLL for the first time before. I'm going to be honest, that game's mechanics and maps made MWO looks very, very simplistic and pale in comparison. I don't see the MWO devs trying stuff MWLL did well, either.

#19 MeiSooHaityu

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Posted 21 August 2014 - 06:51 AM

View PostWolfways, on 21 August 2014 - 06:23 AM, said:

It does make sense from a lore point of view. Mechwarriors have a mech. They don't have a choice but to use their only mech.


That's true, but that assumes that each mechwarrior has only one mech. We are rich, we have several mechs and each mech can be configured for a different environment.

I'm not supporting picking a mech before a match, nor am I disputing it. Just playing devil's advocate.

#20 STEF_

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Posted 21 August 2014 - 06:53 AM

View PostWolfways, on 21 August 2014 - 06:23 AM, said:

It does make sense from a lore point of view. Mechwarriors have a mech. They don't have a choice but to use their only mech.

Let's look at blattleforce and how it works.
In IS there are any kind of planets and commanders choose how to deploy and drop forces.
What kind of commander will ever choose a laser boat to deploy in Terra Nova zone?
Or smr/ac20 mech in Alpine planet?
Well, we are those mechwarriors. And our commander is drunk. (this is his llore)





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