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Mining Collective Map


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#1 Snowseth

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Posted 23 September 2014 - 12:34 PM

Map still has 'mech falling through floor' bug from when it was on the PTS.

#2 Ironwithin

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Posted 23 September 2014 - 01:11 PM

Without coordinates or a screenshot showing the coordinates this thread is completely useless.

#3 CG Chicken Kn

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Posted 23 September 2014 - 01:20 PM

Haven't found any bugs yet, but even after just a walk through in training grounds and one solo drop game, my verdict is..

This Is A Frikkin Awesome Map!

So many lines of approach, so much transitional cover. But you cannot sit back and pew the entire map with say, gauss or LRM's. Flank and maneuver, and pincering etc, very rewarding. Spotting lights have tons of ways to roll in and out. Brawls with 1 v 1 or 2 v 2 last a little longer and are more satisfying, because the entire enemy (or friendly!) team cannot blast away with impunity, because no line of sight or good lrm arcs from their favourite camping spot.

The different game modes should be interesting to say the least. Big thumbs up for the general feel of this map, and hoping for more like it. It very much encourages mobile fights, as opposed to "go to coord x, and blob up."

This is the complete opposite of the Pugzapper. Which we still hate btw. Not the map so much as to the strat people use 90% of the time....)

Edited by CG Chicken Kn, 23 September 2014 - 01:21 PM.


#4 QuaxDerBruchpilot

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Posted 24 September 2014 - 02:48 AM

+1 GC Chicken .... greates map so far! Unfortunately I had this map only once yesterday, albeit it's supposed to be ranked up in map roatation ... but then .. maybe PGI ranked up Frozen City by mistake, since i got that map 5 times yesterday :-P





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