- How much fun is the new map?
- Is it well balanced?
What's Your Verdict Of Hellebore Springs?
#1
Posted 04 February 2015 - 02:05 PM
#2
Posted 04 February 2015 - 02:12 PM
But... the next map should not have "lanes" in it like Hellebore, Sulphur, and to some extent, Boreal, do. Next map should surround the base walls by 360 degrees with a nice open environment and multiple avenues of approach that aren't predetermined by the map design featuring direct lanes that corral players down the same avenues every match.
I heard the next map might use the moonbase assets, so I would hope its laid out similar to HPG, with a central base, multiple entrances, but with more open space outside the base and interesting terrain.
#3
Posted 04 February 2015 - 02:44 PM
I'm with Tarogato on this being the last "lane" map for a while though. Some kind of switchup would be nice.
#4
Posted 04 February 2015 - 02:47 PM
#5
Posted 04 February 2015 - 03:38 PM
It looks nice, but can feel very claustrophobic when you are in a big mech. It was difficult to navigate some of the narrow valleys in my Crab as it forced a lot of clipping when travelling with other mechs. Seems to have a lot of choke and ambush points. Lots of vantage points for observers with JJ (JJ a must on this map I think). Should force some changes to peoples load outs (more short range).
As people get to know it better it should be interesting to see what strategies develop.
Agree with others, next map needs to be more open with more avenues for attack, give defenders more defenses, more walls, gates and turrets to combat zerg rushes from multiple directions. Thunder LRM's so you can lay minefields would be cool.
Edited by slide, 04 February 2015 - 03:38 PM.
#6
Posted 04 February 2015 - 09:04 PM
#7
Posted 04 February 2015 - 09:08 PM
#8
Posted 05 February 2015 - 06:29 AM
Time is too short on the map. Russ always told us about battle of attrition, but how should this work when there is 10minutes of 30minutes palytime being "walking to the gates" by the average mechs speed? it will never, it will force rushes.
suflurous and springs really should be 40minutes or even 45minutes.
#9
Posted 05 February 2015 - 06:38 AM
#10
Posted 05 February 2015 - 06:44 AM
I happen to hate sulfurous...
#11
Posted 05 February 2015 - 07:45 AM
Edited by Necromantion, 05 February 2015 - 07:46 AM.
#12
Posted 05 February 2015 - 08:55 AM
#13
Posted 05 February 2015 - 09:19 AM
#14
Posted 05 February 2015 - 10:22 AM
#15
Posted 05 February 2015 - 10:39 AM
Boreal has REALLY shown its colors now as a terribly unbalanced map with very few real redeemable features, and I think its CORE concepts that are the issue, it's just too easy on Boreal to defend, those third gates on other maps really make the difference I think. Not to mention how close they are to each other on Boreal, one group can defend alpha and beta pretty well, with clear line to spawn of attackers.
Boreal I think just should be scrapped, this new map has valleys, jump jet points, important scouting lines, nice visuals, large spaces, tight corridors and lots of territory variation with forced dedicated lance based protection or forgoing defenses to hold certain places more effectively. Boreal just does not work for this mode. However, I LOVE the new map.
Edited by Kilgorin Strom, 05 February 2015 - 10:40 AM.
#16
Posted 05 February 2015 - 10:45 AM
#17
Posted 05 February 2015 - 01:57 PM
Tarogato, on 04 February 2015 - 02:12 PM, said:
You're making me think of a Total War siege map or something with the defenders running around the walls trying to anticipate where the enemy is.
#18
Posted 05 February 2015 - 02:05 PM
Also, it was frustrating being dropped onto a ledge in the Big Boy, with no way down except to hop down and take damage to the leg bones. Some Handicapped Ramps down from those ledges would be nice for us old folks on walkers.
OTOH, there were some nice perches around Omega, nice scenery. Well done, four star map will play again.
#19
Posted 05 February 2015 - 02:06 PM
wanderer, on 05 February 2015 - 10:22 AM, said:
I guess they are planning on having 15 CW maps eventually?
#20
Posted 05 February 2015 - 02:08 PM
Davers, on 05 February 2015 - 02:06 PM, said:
They're planning for each planet to have a different set of maps. If the API is any indication, they can increase the number of territories on each planet easily (at least up to 56 it seems).
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