Dev Vlog #10
#61
Posted 16 November 2014 - 10:39 AM
#62
Posted 16 November 2014 - 10:58 AM
Vaskadar, on 16 November 2014 - 12:22 AM, said:
Do your (PGI's) analytics permit such things? Heatmaps are generally a good indicator as to what players tend to gravitate towards. Kills obtained, deaths, etc. are all good indicators of where the action's happening, and allows for better analysis of level design changes that may need to happen. For one thing, I feel that Crimson Strait doesn't use enough of the space available to it effectively to facilitate multiple strategic outcomes. Mostly condensed in the loading bay area by the ship, or the B5-B4 area in the upper city close to the tunnel. Lots of combat in the tunnel due to its chokepoint nature.
https://mwomercs.com...c/img/heatmaps/
enjoy
#63
Posted 16 November 2014 - 12:53 PM
#64
#65
Posted 16 November 2014 - 01:39 PM
#66
Posted 16 November 2014 - 01:43 PM
Must...buy...
#67
Posted 16 November 2014 - 01:59 PM
Oh my...
I Like It !
More like a Death Hawk.
#68
Posted 16 November 2014 - 02:27 PM
ECM Locust also looks really promising! Might even buy it full price.
Shadow Hawk looks good, but i'll probably wait for the sale!
#69
Posted 16 November 2014 - 03:25 PM
Vaskadar, on 16 November 2014 - 12:22 AM, said:
Map revision is definitely something you guys at PGI should look into.
There are also tons of collision issues with assets, as they aren't done on a tight-wrapped collision, but instead using some CSG-type primitive for blocking volumes. Doesn't work out so great, unfortunately.
The reason why Tourmaline Desert, Mining Collective, Canyon Network, River City, HPG Manifold (somewhat), and Frozen City (and even dare I say Terra Therma) are all great maps, is that it provides something for everyone and doesn't limit options for players. Maps that hugely disadvantage one type of mech or playstyle should be revised, such as Alpine Peaks.
Think than Crimson straight needs a rethink simply because you pretty much only have 2 focal points for fighting and although you might get charges either way which result in base fights, generally its always around the same spots.
Frozen city & Forest colony definitely need a rework - with 12 v 12 these maps are just too small, I would like to see more assets/spawning in the frozen lake of frozen city - maybe some ice bound shipwrecks players can run around?! For Forest, some more caves and an extension of the coastline would be interesting..
Caustic is one of the better small maps and seemingly a favorite.. ..but needs some tweaking on those usual standoff locations.
What makes Mining collective, terra therma and HPG so go is not just their size, but that the environment allows for more fluid matches.. ..different approaches, flanking etc etc. The old maps suffer too much from having restrictive tactical choices in a small space..
Maccasimus, on 16 November 2014 - 03:05 AM, said:
I sold my soul as soon as I heard this announced. It is going to be glorious. Running around in 5SPL 3M is bad enough.. ..but one of these bad boys.. ..wooohoo
#71
Posted 16 November 2014 - 03:48 PM
...I really don't care. It isn't pay to win because the Locust honestly isn't a good mech if you're trying to go hardcore meta, and ECM was just recently gimped hard with the BAP buff anyways. Pair that with the fact that this Hero will probably sell for about 5 bucks, and there's no real reason to complain. Want ECM while not paying for anything in-game? Get the arguably superior Raven or Spider. Want to be as small and fast as a Locust tho? Commandos have your back.
#72
Posted 16 November 2014 - 04:04 PM
on a serious note... looks good so far, and looks like it won´t be that easy to find a "meet and greet" spot like on other maps... hope the map plays a bit more dynamicly than Alpine for example...
#73
Posted 16 November 2014 - 04:06 PM
#74
Posted 16 November 2014 - 08:02 PM
#75
Posted 16 November 2014 - 09:33 PM
Storm Wind, on 16 November 2014 - 08:02 PM, said:
Hero mechs are 75 MC per ton. The equipment on the mech does not count in the price. You can clearly see that in the mechlab when you look at the hero mechs in the purchasable menu.
#76
Posted 16 November 2014 - 10:17 PM
#77
Posted 16 November 2014 - 11:18 PM
Leigus, on 16 November 2014 - 10:17 PM, said:
They are unique so people will buy them. The Dragon Slayer has hardpoints where no other Victor does, but I rarely see them in games anymore.
#78
Posted 16 November 2014 - 11:35 PM
#79
Posted 16 November 2014 - 11:43 PM
(As for people playing the existing maps, there are other places on crimson straights and alpine, you just have to convince people to change, that's all. Like on alpine i run up the hill, around the the very edge of the mountains and come up behind the red team. They never expect that. Crimson straights, i have seen teams hide behind the island and they defend it to amazing effect because its so rarely done.)
Cmdr Hurrell, on 16 November 2014 - 11:35 PM, said:
Did you notice it can't aim up or down and the arms do nothing but act as shields? Only 120% twist each side. Not exactly P2Win.
#80
Posted 17 November 2014 - 12:58 AM
With Lori's mech in the game we need to have Inferno rounds
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