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Why Do You Hate The Bog?


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#1 L3mming2

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Posted 16 May 2015 - 06:56 AM

I dont, i infact love the bog, its nice to look at and it promotes close range fighting and flanking.
just curious why so many ppl hate it

#2 QuantumButler

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Posted 16 May 2015 - 07:00 AM

The stupid steps your mech can sometimes walk up and sometimes not, the roots that stop all movement despite being 1 foot tall, the invisible forcefields around the trees that block shots even though they looked like they should have been clear...

#3 Juodas Varnas

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Posted 16 May 2015 - 07:01 AM

I hate it, because i get stuck on every single root and every single step. Jump jets don't really help if you're not in a light mech.

#4 KinLuu

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Posted 16 May 2015 - 07:01 AM

Abundance of terrain objects make this map very unpleasing to play.

#5 Cyborne Elemental

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Posted 16 May 2015 - 07:01 AM

So much random garbage to get stuck on, in all the wrong places if you actually want to be brawling there.

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 LowSubmarino

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Posted 16 May 2015 - 07:14 AM

What everybody here said. Maneuvering is just pathetically bad there.
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 Fragnot

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Posted 16 May 2015 - 07:14 AM

I like the bog myself.

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 QuantumButler

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Posted 16 May 2015 - 07:16 AM

View PostFragnot, on 16 May 2015 - 07:14 AM, said:

I like the bog myself.

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 Fragnot

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Posted 16 May 2015 - 07:33 AM

View PostQuantumButler, 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 Catra Lanis

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Posted 16 May 2015 - 07:35 AM

It's not the objects per se but the fact that they are inconsistent.

#11 Summon3r

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Posted 16 May 2015 - 07:38 AM

because its a joke map as most others are with non destructible objects, for example twigs branches and leaves that stop mechs dead in their tracks and are also impervious to lazors ppc's guass and all other types of 31st century weapons technology... oh and throw in the god awful collision detection and invisible walls that block shots as well............

Edited by Summon3r, 16 May 2015 - 07:39 AM.


#12 Fragnot

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Posted 16 May 2015 - 07:41 AM

View PostCatra Lanis, on 16 May 2015 - 07:35 AM, said:

It's not the objects per se but the fact that they are inconsistent.


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 Catra Lanis

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Posted 16 May 2015 - 07:51 AM

View PostFragnot, 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 El Bandito

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Posted 16 May 2015 - 08:03 AM

No other map makes me question, "Did I hit the enemy?", more than the Viridian Suck.

Edited by El Bandito, 16 May 2015 - 08:04 AM.


#15 Insects

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Posted 16 May 2015 - 08:04 AM

View PostQuantumButler, 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.


They are gigantic trees, and have you seen the size of the lobsters on that planet?

Mutants, dont underestimate their strength.

#16 o0Marduk0o

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Posted 16 May 2015 - 08:10 AM

Like candy mountain on Alpine, people think they need to get on the hill in the middle. Instead of using the damn map. Heavies with 5 JJ could jump on the hill from the side without ramp, using the trees.
Being on that hill is not only an advantage. The enemy knows your location while they can be everywhere around you.

#17 dezgra

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Posted 16 May 2015 - 08:31 AM

The map is small, or I should say the design makes it small. We battle the same place every time, kinda like that other map.

#18 Bilbo

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Posted 16 May 2015 - 08:32 AM

I am over getting upset because I get stuck on things. I am not over getting stuck on things I cannot even see.

#19 bomkallo

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Posted 16 May 2015 - 08:37 AM

Yeap, me the same. You see a tree, but you can freely imagine a bounding-box around it:) It happens on the other maps but it's not that annoying. The map itself is nice, maybe if they could remove these damned roots/fallen things or fix physics, then it would be more welcome when being a mech driver:)

#20 Alistair Winter

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Posted 16 May 2015 - 08:37 AM

My biggest concern is that it's a fairly big map where the fights almost always take place on the same spot in Assault and Skirmish. This is a common theme in PGI map design, and I'm starting to think they believe that's a good thing. Like no matter how big their maps are, they make sure that the shape of the terrain forces the fight to take place in a tiny area.

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!
"Mission complete! We now have a big map where the fighting takes place around a tiny bit of space. And lots of stuff to get stuck on. According to our research, our players love to get stuck on terrain in this game. Or did they hate it? Can't remember. Anyhoo."

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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