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Maps Are One Big Choke Point


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#1 Col Kurtz

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Posted 12 December 2014 - 05:05 AM

I have only seen two maps so far, but they seem to play like one big choke points, not many options and are designed like a Command and Conquer map. I find the standard maps are better and offer more options for strategy.

Where is my wide open landscapes with many different features? This is just an early observation, it was really too laggy to get a good feel for the maps. I still loved dropping 4 mechs and seeing the drop ships come in,,,, although through 10 FPS.

#2 Bigbacon

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Posted 12 December 2014 - 05:12 AM

first there are only 2 maps right now and i guess sort of the point is that the maps are supposed to be designed as choke points to aid defending. Makes sense to me, why would you want to put a drop zone and base in a place that isn't defensable?

now, some other options would be nice, what I don't get is why the defenders really have no way to stop the attackers from taking a gate. it seems rather silly that the attackers can go up to them unopposed and open them and the defenders just twiddle their thumbs waiting.

Almost like there needs to be a way to partially close the gate after it is open so they can't rush through as fast or some way for the defenders to actually fight them back from trying to open the gate in the first place.

the gates are almost useless in a way, all they do is waste some time. All the defense can do is poptart and take a few shots but that doesn't really do anything.

Lag seems to be a problem for everyone right now.

#3 Saobh

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Posted 12 December 2014 - 06:03 AM

The nature of the attack vs defend game does indeed make it that you have 2-3 places where fights will happen (area around the gates) and the rest of the map is just the place you just walk. So yeah diversity is going to be hard to get from those objective maps as there isn't really any flanking room (apart from the other gates) its all pretty much just head on pushing.

one drop assault mode (as per normal) should also be part of the planetary defense/attack mechanic,(only bringing one point while the gate one brings 3 for example) would bring a bit of variety while still staying in the theme of CW.

#4 Col Kurtz

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Posted 12 December 2014 - 06:33 AM

You could also make a large base with walls and a few gates. Or have a few key installations, spread over a large map that need destroying. So many other possibilities, im just confused why they made it so... generic. Seems bland to me. but that being said, i still need to play more to get a good feel for them.

#5 Joseph Mallan

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Posted 12 December 2014 - 06:36 AM

View PostCol Kurtz, on 12 December 2014 - 05:05 AM, said:

I have only seen two maps so far, but they seem to play like one big choke points, not many options and are designed like a Command and Conquer map. I find the standard maps are better and offer more options for strategy.

Where is my wide open landscapes with many different features? This is just an early observation, it was really too laggy to get a good feel for the maps. I still loved dropping 4 mechs and seeing the drop ships come in,,,, although through 10 FPS.

Your wide open maps are not going to be a smart defensive position. Sulfur is a text book "where to set up a defense".

#6 Lily from animove

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Posted 12 December 2014 - 06:47 AM

View PostJoseph Mallan, on 12 December 2014 - 06:36 AM, said:

Your wide open maps are not going to be a smart defensive position. Sulfur is a text book "where to set up a defense".



the issue in sulfur is the super long tubelike areas you need to walk before you can change the attack vector. whiel defenders just need to walk a small way. This basically makes fake tactics impossible, and timer doesn't even allows this.
So Sulfur is very much a push in and own, or get owned map. There should be more possibility in fornt of the gates to cross the hills, or tunnel them to change your assault path quicklier.

#7 Joseph Mallan

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Posted 12 December 2014 - 06:53 AM

View PostLily from animove, on 12 December 2014 - 06:47 AM, said:



the issue in sulfur is the super long tubelike areas you need to walk before you can change the attack vector. whiel defenders just need to walk a small way. This basically makes fake tactics impossible, and timer doesn't even allows this.
So Sulfur is very much a push in and own, or get owned map. There should be more possibility in fornt of the gates to cross the hills, or tunnel them to change your assault path quicklier.

That's what I said. It is a really good defensible position.

#8 Felix7007

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Posted 12 December 2014 - 06:56 AM

Saying "Oh, the maps are set up this way because the defending team was smart and put up gates with generators behind them and are forcing the attacking team to go through choke points" is ridiculous in so many ways.

#9 Joseph Mallan

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Posted 12 December 2014 - 06:58 AM

View PostFelix7007, on 12 December 2014 - 06:56 AM, said:

Saying "Oh, the maps are set up this way because the defending team was smart and put up gates with generators behind them and are forcing the attacking team to go through choke points" is ridiculous in so many ways.

Not from a Defenders point of view. And I have only BEEN the attacker. If I was setting up a base I would do everything I can to make the attackers have a very bad day taking my house. So No it's not ridiculous at all.

#10 Felix7007

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Posted 12 December 2014 - 06:59 AM

Read my post on this flaw here

http://mwomercs.cm/f...warfare-issues/

#11 Joseph Mallan

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Posted 12 December 2014 - 07:03 AM

View PostFelix7007, on 12 December 2014 - 06:59 AM, said:

Read my post on this flaw here

http://mwomercs.cm/f...warfare-issues/

Page cannot be displayed. Not to concerned with your opinion though. As I said as the attacker I am supposed to be at a disadvantage for assaulting a defensible position. This is a really good defensive point. I am sure (well hopeful) that other might not be as well set up. But for a starter I like beating on this one! Soon we will know how to attack it in our sleep... depending on the Defenders of course.

#12 Felix7007

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Posted 12 December 2014 - 07:04 AM

No Joseph Mallan, It is ridiculous because the attacking team has no choice but to rush down a hallway and makes for repetitive unsatisfying gameplay. If the attacking team had more tactics besides rushing down a hallway, having a best case scenario defense would be justified and for this reason, you are wrong.

#13 Panzerjotun

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Posted 12 December 2014 - 07:05 AM

View PostJoseph Mallan, on 12 December 2014 - 06:58 AM, said:

Not from a Defenders point of view. And I have only BEEN the attacker. If I was setting up a base I would do everything I can to make the attackers have a very bad day taking my house. So No it's not ridiculous at all.


Bingo. Attacking is hard. I will say last night when I was defending in a PUG against 12 man teams the complete lack of focus fire was the single biggest reason they lost. It was a free for all almost every match.

#14 Felix7007

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Posted 12 December 2014 - 07:07 AM

http://mwomercs.com/...-warfare-issues

#15 Karl Marlow

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Posted 12 December 2014 - 07:09 AM

View PostJoseph Mallan, on 12 December 2014 - 06:53 AM, said:

That's what I said. It is a really good defensible position.


The Defensive position makes sense. The attacker attacking the base does not. You don't assault a base like that. you siege it. Cut off its supply lines or soften it up from the air first. We can't do that.

#16 Felix7007

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Posted 12 December 2014 - 07:12 AM

Ok.

We are in a hallway 15 yards apart. You have a gun, I have a knife. You have a great defense, I don't have a choice in attack. That's the problem and that's why it's not valid to say "Well the defending team is supposed to have an almost impenetrable defense" and "I would want to defend myself the best I could". Well I want to attack the best I can an can't because I'm in a hallway.

#17 Hades Trooper

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Posted 12 December 2014 - 07:13 AM

View PostFelix7007, on 12 December 2014 - 07:04 AM, said:

No Joseph Mallan, It is ridiculous because the attacking team has no choice but to rush down a hallway and makes for repetitive unsatisfying gameplay. If the attacking team had more tactics besides rushing down a hallway, having a best case scenario defense would be justified and for this reason, you are wrong.


If you can't work out some different attack plans then thats your fault, i have at least several plans always for both attack and defense, perhaps you just need more obvious tactics than some of the rest of us

#18 Joseph Mallan

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Posted 12 December 2014 - 07:13 AM

Are you implying the gate generators should be outside the walls? That the base should not be set up like a kill zone? cause that is not defensive tactics in the least.

I laugh at the bases in SWTOR specifically because they put the shield generator power supplies OUTSIDE the base. Stupidest crap I ever saw. Its defenses set up by a 5 year old. And yet the major buildings are designed with defense in mind. I like that the base is hard to concur.

#19 Felix7007

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Posted 12 December 2014 - 07:15 AM

Hades Trooper, Please tell us how you are able to flank your opponent without going through one of the gates. The fact is, you are forced to go through a choke point. You are forced to the slaughter.

#20 Joseph Mallan

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Posted 12 December 2014 - 07:15 AM

View PostThomasMarik, on 12 December 2014 - 07:09 AM, said:


The Defensive position makes sense. The attacker attacking the base does not. You don't assault a base like that. you siege it. Cut off its supply lines or soften it up from the air first. We can't do that.

No you nuke it from space. And if some general tells you to assault it, thats what you do. Or if your paymaster is paying you to assault it you'd better figure out how to get the job done. You took a Contract yo assault a planet and its defenses. figure it out or lose in the trying.





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