Jman5, on 05 June 2015 - 12:36 PM, said:
Agreed on all points. It really bugs me how much people cry about wanting bigger maps. Yet the big maps always devolve into fights in one small sector. Hell, for all the hate River City gets, fights generally occur over a larger area than most other maps.
Alpine peaks is huge, and yet Skirmish/Assault always devolve into that hill fight. Terra Therma is a monster, yet it's always a fight at the middle. Tourmaline is probably the only exception to this rule, but even still 2/3 of map are almost never fought in.
Despite what they say, people don't really want big maps where mobility is encouraged. They just want to be able to group up, get to the enemy ASAP, and duke it out. If people liked lance on lance combat they wouldn't constantly complain about "getting left behind" when one lance charges another. Hell Direwolves are one of the most popular mechs in the game.
Then they say things like "we want role warfare!" Yet 9/10 Light or otherwise fast mechs don't even bother scouting for the team. Who spawned where and what path their team is going down is incredibly useful, yet I'm usually blind to enemy positions until I see them with my own eyes.
Personally I would be a fan of randomized spawns to shake up the maps and create split engagements. However I get the feeling that it would lead to outrage because nobody scouts and everyone just wants to deathball in big slow mechs.
Many of your concerns are due to poor map design like a central dominant feature (Terra Therma) or a vastly superior tactical location (Alpine) Even River City has the citadel as a central feature and some wide open water to discourage you from NOT clumping around the citadel.
As for players rushing to duke it out on every map this is a direct result of unimaginative objectives.
Assault was systematicly dumbed down for "duke it out" players. Now we have a skirmish game with a inefficent (near impossible) secondary victory condition of capturing a base with painfully long capture timers (discouraging capture attempts) and automated defenses because players couldn't be bothered to actually play defense themselves.Back when a daring backdoor capture could turn the tide of a losing battle there were more nail biter matches now,the match is pretty much done when one team gains the upper hand in kills.Very predictable very unsatifying.
Conquest was also made "idiot proof" by exstending the objective capture timers beyond reasonable limits that further encourage "deathball" tactics instead of the mission goal of capturing points.When a single light could turn the tide of a conquest the game was interesting,now,it's just another skirmish.
Skirmish = deathball...yippie so exciting with all the diversity of a public school lunch grey and sometimes steaming.
The game modes were never ideal and yet instead of evolving and improving we got spoon fed dumbed down game modes that ALL favor the same tactic same mech builds and frequently because of how dumbed down it has all become require only a tiny portion of any given map.
Role warfare and a lack of scouts scouting or whatever...this is a PUG thing not a MWo thing.
I am in complete agreement when it comes to suggesting randomizing spawn points (as well as objective locations) this would go a long way towards improving some role warfare but,only on maps where it would matter due to the map being large enough to not gain LOS on anything anyhwere in 2 minutes or less (Fozen city,Forest Colony,River City,Canyon ...)