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Vitric Forge Appreciation Thread


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#21 Liquid Leopard

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Posted 09 May 2015 - 04:18 AM

View PostKain Thul, on 08 May 2015 - 10:53 AM, said:

...the star itself appears as if you are viewing it through a filter so that it isn't just blindingly bright light.

I'm pretty sure that's where the art team got the inspiration for the blue giant.

You know NASA studies the sun by taking pictures at different wavelengths, right? Sure, they include the boring old visible spectrum, but also everything from radio waves to X-rays. When they publish these pictures, they use different colors to distinguish the different wavelengths.

Posted Image

If you disregard the colors, the star at Vitric Force looks the most like the pictures on the bottom row, and definitely the color of the photo at 335 ångströms (= 35 nanometers = ultraviolet) .

Edited by Liquid Leopard, 09 May 2015 - 04:18 AM.


#22 Antares102

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Posted 10 May 2015 - 03:55 AM

I like this map from the point that light rushes are hard to execute unless you fit multiple JJ and that spawn camping is less an issue due to the drop zone layouts.

#23 Mordynak

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Posted 24 May 2015 - 03:42 AM

I really don't see how you can say the map is well designed. I absolutely hate this map.

The layout is fine im sure. Even if the spawn points are a bit stupid.
Outside the walls there is zero cover and if the defending team push out, the attackers are screwed.


At least for me.... Everyone else seems to think its wonderful.

I can't see a thing. My eyesight is fine. But on this map, outside the walls I cant see anything. I'm getting shot by mechs at a distance and I cant even work them out. No matter what view mode.

I don't know what I'm looking at. Its just a flickering mess covered in a haze of fog. Specular highlights on all the jelly looking "rock"? I guess, just makes it annoying as hell to look at. Mechs just seem to blend in with the scenery.


It's horrible.

#24 Callinicus

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Posted 24 May 2015 - 05:15 PM

What the heck is this map???

The claner mechs are INVISIBLE on this hellhole.

https://drive.google...alk&usp=sharing

Sometimes just the darkness shoot on me, or I can't see a mech from 200 m only if it hit by my lasers or it shoot...

All visions are useless because of the heat, and that (beautiful I have to admit) sun.

I hate the trees on taiga, I double hate the dust on sulfur but this is the worst vision blocked nonsense ever... (Maybe river city night is worse but that isn't a CW map.)

#25 White Bear 84

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Posted 24 May 2015 - 05:32 PM

I played it the first time last night, really fun match - cool that you can rush out of one gate (if enemy open both) and run good interference with lights.

The plateau in the middle of the HPG structure is a pain but only cause we had to put up with clan lights JJ around all over them making life hard.

The layout of the structures works perfectly for balanced brawls.

Verdict: Love it.

Dat star *wipes sweat off brow*

#26 Havyek

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Posted 24 May 2015 - 05:50 PM

HATE this map, too hot (yet the thermal vision doesn't shot nearly as hot as Terra Therma) and get stuck on pretty much any and everything when attempting to move.

#27 BaDkaRmA158Th

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Posted 24 May 2015 - 09:15 PM

Agreed, many things to get stuck on. Blinding bright sun, with too much bright bloom effects on the buildings, and the ground is by far,way way way too dark.

Also with a blue sun like that, dontcha think the..well..everything should look more..blue?

#28 Steel Claws

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Posted 24 May 2015 - 09:59 PM

I almost always see the defenders push out and yes there is very little cover. When you r inside - as an attacker its too easy to get split up.
I've played it thee times and it is almost always a blow out.
It may be pretty but its pretty terrible strategically - far too much clutter inside.

Edited by Steel Claws, 24 May 2015 - 10:08 PM.


#29 tangles 253

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Posted 24 May 2015 - 10:07 PM

The heck is up with you 3???

It's awesome!!!!!

#30 Steel Claws

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Posted 25 May 2015 - 10:12 AM

An awesome looking fail. Agree with the too many things to get stuck on. All those stupid lil rocks that hang you up. Then there's the heat. The map is basically geared for a clan victory because their mechs are so much more heat efficient. I have yet to see or hear of an IS team winning or even coming close to a drop on this map. Drop the temp and clear up all the ground clutter and maybe it would be a good map.

Edited by Steel Claws, 25 May 2015 - 10:18 AM.


#31 Mark of Caine

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Posted 25 May 2015 - 11:11 AM

Ummm last Friday, my IS unit dropped on this map 4 times in a row; 1 Counter Attack, and 3 straight Defenses. We won all 4 of our matches, although the CA match we won by 1 kill with 5 seconds left on the clock. Ended up 39 to 38 :lol: .

Yes, it is true that there are a lot of areas for your 40 foot mech to snag on. Still boggles my mind how something so tall and advanced can get stuck on a 5-foot high block of metal, or those OP snowballs on Boreal Vault as you come out of the Alpha gate. If you can walk through those silica shards on Tourmaline, why can't you walk through snow on Boreal??? :huh: :o

But, if you can tailor your drop deck in such a way as to beat the heat, then you'll do fine. Some laser boat mechs that have worked for me on this map is the TDR-5SS with 7 MPLs (I can overheat, but I still manage it quite well), the BJ-1X with 6 MLs and a lot of heatsinks, ballistic loadouts like Cataphracts, Jaegermechs and the like also work very well. Even a Firestarter with SPLs can be managed quite well. Personally, in all the matches I've done on this map, it's clan mechs that overheat far more often than IS mechs. I'd wager half of my kills were against shutdown clan mechs.

TLDR, if PGI can fix all the snagging culprits on this map, both inside and outside the base, then this map will be the best one yet.

Edited by Caine2112, 25 May 2015 - 11:14 AM.


#32 Telmasa

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Posted 25 May 2015 - 03:04 PM

View PostSteel Claws, on 25 May 2015 - 10:12 AM, said:

The map is basically geared for a clan victory because their mechs are so much more heat efficient.


You are out of your mind. You've never played Clan Mechs before, have you?

#33 Chef Kerensky

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Posted 27 May 2015 - 07:26 PM

Visibility is miserable, the map is literally built out of chokepoints, and the defender spawns are unreachable, allowing them to power down and hide for 30 minutes on counterattack. Vitric forge beats Emerald Taiga for worst map by a country mile.

#34 mechkearney

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Posted 08 July 2015 - 11:34 AM

This map needs a complete rework.
  • I can't get up the ramps with heavy mechs. It doesn't matter if it's Clan or IS. when defending, my heavy mechs cannot get up the ramp on F2 side.
  • It is very difficult to see outside the walls.
  • The rocks outside the wall...I get stuck on those rocks ALL THE TIME. I get stuck along the edges, up the middle, I get stuck in the crater. Basically, walking outside the walls is really hard to not get stuck on a rock.


#35 pwnface

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Posted 08 July 2015 - 01:33 PM

The defender side ramps do need some work. All mechs should be able to move over ramps without issue as they are supposed to be the obvious "easy" route of travel.

#36 Vellron2005

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Posted 09 July 2015 - 03:01 AM

Vitric forge brings the Mechwarrior to a truly alien environment, with the huge blue star bright in the sky, blinding and forboding at the same time.

Some of the areas are in the dark shadow, and some are simply too bright, but the overall impression is that you'r definately not even on the same planet as Kansas anymore..

Combat-wise, Vitric Forge greatly favors the defenders. With narrow passageways, high walls, and an immense fortress plateu accsessible only by jump jets, there are very good oportunities for sniping, LRM harrasment and up-close-and-personal dog fighting. ECM is paramount here, as lines of sight are scarce and easily lost, and there are plenty of places where a mech can hide to dissapear from sensors.

The only drawbacks are the dropship landing zones, wich force a mech to damage it's legs when leaving them.

All in all, a very good map for defence, a hard challenging map for attackers.





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