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Requesting To Balance Bog Map


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#1 Dont Brawl With This Atlas

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Posted 27 November 2014 - 10:43 AM

Almost all of my games that i played the match was decided at the center of the map. There is a high ground at the center of the map with entrance only from 1 side this clearly puts one side on disadvantage which forces non jump jet mechs to climb the hill from enemy side.

Requesting to put entrance from both side on that high ground at the center of the map so 1 side doesnt have the advantage.

#2 Davers

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Posted 27 November 2014 - 01:12 PM

View PostIamJeist, on 27 November 2014 - 10:43 AM, said:

Almost all of my games that i played the match was decided at the center of the map. There is a high ground at the center of the map with entrance only from 1 side this clearly puts one side on disadvantage which forces non jump jet mechs to climb the hill from enemy side.

Requesting to put entrance from both side on that high ground at the center of the map so 1 side doesnt have the advantage.

From what I have been told, the high ground really isn't much of an advantage. The mechs are up there, exposed to LRMs and arty, while the guys below have a lot of cover.

If You don't want to fight there, find another place you want to fight and communicate it to the team. Maybe other people want to try something new too?

#3 Helsbane

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Posted 27 November 2014 - 01:16 PM

The high ground is a wonderful shooting gallery, very much like a valley defense on Canyon Network. Wait for the enemy to crest and blast them before they can get their weapons trained on you, then scramble back behind a tree made of unobtainium for 100% cover. It's like playing whack-a-mole as they expose over the edge to fire at you. Let'em have the high ground every round and slaughter them wholesale.

#4 Nick Makiaveli

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Posted 27 November 2014 - 01:28 PM

View PostIamJeist, on 27 November 2014 - 10:43 AM, said:

Almost all of my games that i played the match was decided at the center of the map. There is a high ground at the center of the map with entrance only from 1 side this clearly puts one side on disadvantage which forces non jump jet mechs to climb the hill from enemy side.

Requesting to put entrance from both side on that high ground at the center of the map so 1 side doesnt have the advantage.


Only in Skirmish. Other wise go cap points or the base...problem solved.

Or in other words, stop dropping with all modes enabled then whine when it isn't Skirmish.

Actually saw some Derp say they needed to get rid of Conquest because it was too easy for the enemy to destroy the turrets and cap the base......

#5 Mystere

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Posted 27 November 2014 - 01:34 PM

Make the enemy move out from that position by staying somewhere else. Simple.

#6 superteds

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Posted 27 November 2014 - 02:15 PM

if you start on the 'wrong' side, you should be reaching the steps before the enemy team fwiw (go to the right hand side)

it's also such a killzone if the entire enemy team goes up there - they can't really aim down, lrms and arty get free reign and you can just sit beneath them until they come down out of frustration.

#7 SpiralFace

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Posted 27 November 2014 - 03:03 PM

D4 hill is over rated. Its lanes are cramped, and south side can actually get an ENTIRE firing line up on D2 much faster to counter snipe them from ever getting a foot hold on that ridge.

Seriously, D2 is your friend. Get 4-6 sniper mechs up there, you get sight lines to both sides of the D4 hill, and you can establish a firing line MUCH faster then they can get up the D4 hill themselves.

Rather then complain about how you can't fight for the one piece of land, think of ways to counter it.

To this end, south side has the D2 hill, the D3 mini hill, and can actually move up to the c3, d3 hill under heavy cover, or drop low, and circle around the low ground to the D4 hill and slam them in the rear while they are all focused on D4. Probably the ONLY real terrain advantage the north side has.

#8 Gauvan

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Posted 27 November 2014 - 04:54 PM

I don't think the issues with this map are the asymmetrical ramps. It's the visibility level and dense ground clutter that makes maneuvering anything without JJ's an exercise in frustration.

#9 keith

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Posted 27 November 2014 - 05:09 PM

its a bad pvp map. amazing pve map.

#10 Captain Stiffy

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Posted 27 November 2014 - 05:24 PM

I've played all over this map and don't see any issues with it AT ALL.

It's not super hot
It's not super dark
It's not super huge
It's not super hard to move across

What more do you want? The traps that constantly run whining about everything really need to shut up about this map.

View PostGauvan, on 27 November 2014 - 04:54 PM, said:

I don't think the issues with this map are the asymmetrical ramps. It's the visibility level and dense ground clutter that makes maneuvering anything without JJ's an exercise in frustration.


I had absolutely no issues from game one and I almost never play anything with jets.

HINT: HEAT VISION

#11 keith

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Posted 27 November 2014 - 05:44 PM

View PostCaptain Stiffy, on 27 November 2014 - 05:24 PM, said:

I've played all over this map and don't see any issues with it AT ALL.

It's not super hot
It's not super dark
It's not super huge
It's not super hard to move across

What more do you want? The traps that constantly run whining about everything really need to shut up about this map.



I had absolutely no issues from game one and I almost never play anything with jets.

HINT: HEAT VISION


75% of the maps it better to run in heat vision. something seem wrong with the maps to ya?

#12 Captain Stiffy

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Posted 27 November 2014 - 05:45 PM

View Postkeith, on 27 November 2014 - 05:44 PM, said:


75% of the maps it better to run in heat vision. something seem wrong with the maps to ya?


I switch heat and night all the time except for heat on the one map. Each has it's own advantages. Try em to find em.

#13 Gauvan

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Posted 27 November 2014 - 05:54 PM

View Postkeith, on 27 November 2014 - 05:44 PM, said:


75% of the maps it better to run in heat vision. something seem wrong with the maps to ya?

If I follow what you are trying to say, then I agree. Alternate vision modes should be an exception, not a norm. They shouldn't be required to overcome excessive graphical effects that impede playability. On 6/15 of the maps I spend most of the time in an alternate vision mode and that's far too high a percentage.

#14 Sigilum Sanctum

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Posted 27 November 2014 - 06:14 PM

View Postkeith, on 27 November 2014 - 05:09 PM, said:

its a bad pvp map. amazing pve map.


And what, pray tell, has brought you to this conclusion.

#15 clanwolf3050

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Posted 27 November 2014 - 09:14 PM

I find the hill has its advantages and disadvantages, My loses on the map tend to be because the team wanted to move throw the same chock points, stay there, then move to the next one. Allowing the enemy to kill anyone, not in the 150 meter ball of cluster F***, flank and then surround the survivors. Then they would die from artillery strikes and cross fire.





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