

Alpine Is The Worst Map.
#21
Posted 19 December 2014 - 04:02 PM
For alpine, that map is actually not that bad but the spawn points are. Anyone remember the old starting locations? While still favoring the upper left team you saw way more different ways to play the map and nearly no one fought on sniper mountain. Most fights wher around the antenna hill or the southern route. Fun times...
#22
Posted 19 December 2014 - 04:06 PM
Forest colony sux, therma sux, frozen city sux cause every other game if have to turn on thermal which kills my fps. Alpine i dont hate so much but its pretty boring.
#23
Posted 19 December 2014 - 04:19 PM
Some of those maps are fine tho, imho.. I love frozen city, despite the brutal slowdown..
#24
Posted 19 December 2014 - 04:21 PM
#25
Posted 19 December 2014 - 04:36 PM
I used to absolutely hate Terra Therma, it just an ugly dark map, but that hate was immediately redirected to Veridian Bog, it is just a horrible map, with inconsistent geometry, biased layout, and almost no visibility.
#26
Posted 19 December 2014 - 07:25 PM
cdlord, on 19 December 2014 - 08:59 AM, said:
The map is fine, the pug tactics are not.
Actually the " go to the same spot every single match tactic " that your referring to was a strategy derived from the " pro meta players " in some of the more well known teams at the time. Then the pugs copied and paste. rinse and repeated. pretty sad actually, the pugs were fooled into doing the exact same strat every single game because they thought they were doing what all the " pro meta players " were doing, but in reality they were being id*ots, just like the " pro meta players " who came up with the idea in the first place. What a sad joke lol *facepalm*
Edited by Alwrath, 19 December 2014 - 07:31 PM.
#27
Posted 19 December 2014 - 09:04 PM
Instead, I talk a deep breath and tap 0. My W/L is not to bad at 1.16.
Frozen City Night, HPG, Mining Collective are my 3 under performing maps with w/l average of .91. The rest w/l is at 1.21 average.
Edited by Xmith, 19 December 2014 - 09:05 PM.
#28
Posted 19 December 2014 - 09:13 PM
Right. So the two teams just stand there for 15 minutes shouting insults at eachother? So bascially camp and wait to see which team loses it's patience and attacks (and dies, because the hills are so defensible unless your team is completely incompetant), or which team has more suicide noobs.
All the while your brawlers and medium rangers have to just sit there behind a rock or something.
Someone argued the same garbage about caustic, "Dont you know caustic has a whole city part to it that no one uses!".
Right...
Because everyone running into the city and standing behind buildings getting shot at by the enemy, all the while your brawlers and medium rangers can do nothing but die, or go on a suicide run across no mans land.... totally going to work.
The map is bad, sorry... fact.
Pgi's mappers are obsessed with putting 1, large, high defensible spot on everymap.
Oh, and turning right, they like that.
Edited by Axeface, 19 December 2014 - 09:17 PM.
#29
Posted 06 May 2015 - 07:59 AM
This game has by far the most bad map designer ever
(I came here by search)
Edited by Vaegir Raiden, 06 May 2015 - 08:00 AM.
#30
Posted 06 May 2015 - 08:22 AM
Assault and Skirmish is really where it shows its stink. It is a race to Mt. Tryhard at I9 to play King of the Hill. Worst part is one side spawns closer to that hill than the other side. It gives one team the potential high ground advantage from the start.
Conquest it is tolerable at best. At least it plays out differently. I actually don't mind Conquest here.
Overall I'd change these attributes...
* Low lands have fog. Masks troop movement from the mountain at I9.
* I9 Mountain has a tunnel network under it. One tunnel opens up near high base, other tunnel empties out behind I9 on the cliff side facing away from the mountain. It allows troops to sneak behind the mountain, get on that cliff, and snipe from behind.
* Lastly create more of a sheer cliff on I9, from the peak to the drop, off, obscuring the base approach from the Radio tower. Lights and some mediums might be able to JJ on top of it, but heavies and assaults may need to come off the mountain to be able to shoot enemies moving to the base.
Basically something along those lines to create a situation where a team may have to come off that darn hill to prevent a cap, or to prevent a flank. At least make it so if they take the hill, lights have to scout off the hill so the team knows if the enemy is taking a different approach.
#31
Posted 06 May 2015 - 08:34 AM
#32
Posted 06 May 2015 - 08:39 AM
#33
Posted 06 May 2015 - 08:43 AM
#34
Posted 06 May 2015 - 08:45 AM
Best memory was LONG ago in my Daul PPC treb, it came down to me vs 4 assaults. I ended up taking them all out by running like a mad rabbit and jumping from cover to cover taking pot shots. It helped they were fairly spread out so i was able to take them all one on one except for last guy showed up a few salvos before i finished off his buddy.
I wish i had been able to record that match....
oh crap necrothread detected.... ejecting
Edited by Ph30nix, 06 May 2015 - 08:46 AM.
#35
Posted 06 May 2015 - 09:07 AM
#36
Posted 06 May 2015 - 09:10 AM
Kazvall, on 19 December 2014 - 08:51 AM, said:
Ha! Every time I drop on ths map at the low end of Candy mountain, I guide my team up and around the radio tower, the team on candy mountain loses their S*** because the enemy isnt being lemmings, they try and move on us to no avail and my team wins everytime. I've literally never lost when implementng this strategy, I highly recomend thinking outside of the

#37
Posted 06 May 2015 - 09:43 AM
#38
Posted 06 May 2015 - 09:56 AM
DONTOR, on 06 May 2015 - 09:10 AM, said:
That's kind of what it comes down to on a lot of maps, which team loses it's patience first. The kicker is, you have to be able to rally 11 other individuals to work with your plan to pull it off. If the team doesn't listen (even just a couple), the plan might sink.
In any map, if you are holding and a lance (or even 2 mechs) says **** it and bugs out because they are bored, they get smacked putting you down 2. Then the team wanders a bit...gets too spread out, and starts getting picked off till the enemy just rushes your weakened position and damaged mechs, and finishes you off.
That can happen on Alpine too. If your lucky enough to keep your team in that position and keep them from getting focused, you could probably get the I9 force to push first leaving them in the open on their approach and giving your team the advantage.
However, we are in PUG land many times and the natural tendency is to run and snipe around I9. If you can Rally the troops, and get them to follow to the radio tower, the waiting game starts.
You mentioned you win every time because I9 team comes off the hill. If I had that hill, and had the PUGs ear, I'd tell my team to hold. Why would we want to give up the high ground? Now the standoff starts.
If the radio tower team decides to move, and get within our firing line, they are done, just like most Alpine drops.
TL;DR...You won because of coordination and tactics at the radio tower. That wins any map, but if the people are left to their own devices, high ground with an open approach wins a majority of the time just due to advantage.
When that high ground is closer to one team vs another at spawn, it means the high ground (I9) team naturally gravitates there and doesn't need as much coordination. The other team really has to cooperate and plan to win. That still spells imbalance. Its not impossible to win against an I9 entrenched team, only harder. And one team having a harder time is imbalance.
#39
Posted 06 May 2015 - 10:00 AM
#40
Posted 06 May 2015 - 10:44 AM
The Drop Mechommander should be lined up against the wall. If we could!!! would it not be nice to peg builds by player choice to certain Maps. As tne commander of my drop, I would never send a valuable Mech and Valient Mechwarrior into Terra Therma with 3 ErPPC or Lrm support into a jungle thicket.
Edited by SaltBeef, 06 May 2015 - 10:53 AM.
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