Burktross, on 26 April 2015 - 07:42 AM, said:
Yup. Map design. It's the chokepoints' problem. Std. queue maps are much more unpredictable.
Lol, that is why Alpine is actually my favorite map in MWO. ITs HUGE, open, expansive, no choke points....its just sad the gameplay is such that it devolves into fighting over 1 little mountain in the middle of that otherwise enormous map., I really wish MWO would embrace Alpine as its key map design in terms of size, style of gameplay. Open, everywhere to go, many objectives, tons of stuff to do. Increase earnings, give us limited, maybe add 240t dropdeck to pub play and let us play for 30m and have 4 respawns in normal Q.
XX Sulla XX, on 26 April 2015 - 08:40 AM, said:
Exactly
Also I think a lot of this has to do with personal preference. CW tends to be a much slower paced match. And because of the style of the maps with choke points and objectives it tends to be the exact same basic game each time without varation. Just in general there seems to be less variety and creativity in the way you can handle games.
There is no variation in how to MWO cuz the general play style is deathball, as splinteering away from the crowd equals quick and painful deaths. So, basically every game is the same thing...march in a ball, fire till the game ends.../booooring.
Its not at all like Mechcommander 1 or 2 where 1 or 2 mechs can actually accomplish alot on their own. Where there is many objectives to play and the whole map has to be used in order to win. Ofc those games are basically played in a death ball...but still, there is alot to do in each battle......