

Why Do You Hate The Bog?
#1
Posted 16 May 2015 - 06:56 AM
just curious why so many ppl hate it
#2
Posted 16 May 2015 - 07:00 AM
#3
Posted 16 May 2015 - 07:01 AM
#4
Posted 16 May 2015 - 07:01 AM
#5
Posted 16 May 2015 - 07:01 AM
Lopsided highground access, offers 1 team an advantage without having to expose themselves while the opposing side is completely exposed and to even use it must turn their back completely to the enemy at one point.
Take care of those 2 elements, and its a pretty decent map.
And yes, the steps up to the high ground need to be smoothed out, they're ridiculous for getting stuck on.
Edited by Mister D, 16 May 2015 - 07:02 AM.
#6
Posted 16 May 2015 - 07:14 AM
Especially for heavies and assaults. There are dozens and dozens of places where they can virtually hit an invisible wall.
Vision is terrible as well. Its not as much a brawl only intended map as its just poorly designed. There are numerous platforms that would be grear for sniping but are virtually useless as the map is designed in a one dimensional way. Almost as bad as alpine peaks.
Its not a fun map. I would never vote to play that map.
Sadly though we cannot vote maps. Were forced to play on the shittiest maps hehe.
If i owned pgi this would be the very first thing i would change with the next patch.
Earlier even. Tomorrow. Thered be a hotfix and from then on ppl can vote whete they wanne play and each player can exclude three maps from personal rotation.
Edited by oneda, 16 May 2015 - 07:15 AM.
#7
Posted 16 May 2015 - 07:14 AM
Even the folks who hate getting stuck on oversized steps and tripping up on roots, probably don't mind those things when it's their enemy that gets stuck first.
IMO they are realistic elements of what it would actually be like running these walkers through a swamp. The simulation aspect of this game is something I love the most, so I can appreciate varying levels of terrain difficulty among the maps.
#8
Posted 16 May 2015 - 07:16 AM
Fragnot, on 16 May 2015 - 07:14 AM, said:
Even the folks who hate getting stuck on oversized steps and tripping up on roots, probably don't mind those things when it's their enemy that gets stuck first.
IMO they are realistic elements of what it would actually be like running these walkers through a swamp. The simulation aspect of this game is something I love the most, so I can appreciate varying levels of terrain difficulty among the maps.
Yeah 100 ton mechs getting tripped up by toe high roots, trees that are impervious to 200mm cannon shells, so much realism.
Edited by QuantumButler, 16 May 2015 - 07:16 AM.
#9
Posted 16 May 2015 - 07:33 AM
QuantumButler, on 16 May 2015 - 07:16 AM, said:
Yeah 100 ton mechs getting tripped up by toe high roots, trees that are impervious to 200mm cannon shells, so much realism.
I don't consider it in such specifics. When my Assault gets stuck in the bog and I gotta twist around to free up, it's because moving a walker through the swamp is more difficult than walking down a paved road.
#10
Posted 16 May 2015 - 07:35 AM
#11
Posted 16 May 2015 - 07:38 AM
Edited by Summon3r, 16 May 2015 - 07:39 AM.
#12
Posted 16 May 2015 - 07:41 AM
Catra Lanis, on 16 May 2015 - 07:35 AM, said:
Like a real bog?
Sorry couldn't resist based on my posts above... I don't blame anyone for not liking the bog for all the reasons stated. This is a game and in general, getting your avatar suck on things in a game is not fun.
#13
Posted 16 May 2015 - 07:51 AM
Fragnot, on 16 May 2015 - 07:41 AM, said:
Like a real bog?
Sorry couldn't resist based on my posts above... I don't blame anyone for not liking the bog for all the reasons stated. This is a game and in general, getting your avatar suck on things in a game is not fun.
I meant that some objects are shoot through but others that look the same are not. In fact some other maps suffer from inconsistency, som places are traversable even though they don't seem to be while others with less inclination are not.
#14
Posted 16 May 2015 - 08:03 AM
Edited by El Bandito, 16 May 2015 - 08:04 AM.
#15
Posted 16 May 2015 - 08:04 AM
QuantumButler, on 16 May 2015 - 07:16 AM, said:
They are gigantic trees, and have you seen the size of the lobsters on that planet?
Mutants, dont underestimate their strength.
#16
Posted 16 May 2015 - 08:10 AM
Being on that hill is not only an advantage. The enemy knows your location while they can be everywhere around you.
#17
Posted 16 May 2015 - 08:31 AM
#18
Posted 16 May 2015 - 08:32 AM
#19
Posted 16 May 2015 - 08:37 AM
#20
Posted 16 May 2015 - 08:37 AM
http://mwo.smurfy-ne...swamp&m=assault
- Start with a roughly circular map
- Take out a 1/4 slice of the map in the bottom right corner
- Add a deathtrap river with no cover except some huge flowers, let the river take up one side of the map
- The map is now essentially a narrow, curved strip of space.
- Add two huge frickin hills roughly equidistant from both teams.
- As a finishing touch, add lots of destructible trees and roots that people can crash through or shoot to pieces.
- Wait, the engine doesn't handle destructible trees and roots. Make them.... INDESTRUCTIBLE!
Couldn't they have just looked at what makes Canyon Network their most popular map, and tried to copy some of their success?
Edited by Alistair Winter, 16 May 2015 - 08:40 AM.
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