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The New Cw Map Changes Are Great Except


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#21 meteorol

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Posted 21 June 2015 - 06:08 AM

View PostxLAVAx, on 21 June 2015 - 06:01 AM, said:

Appears an organized 12-man can attack and win, but it is a real slog. With a Pug group... forget it.


That odd, because... you know... i won a whopping 4 of 5 games attacking with pugs yesterday.

#22 masCh

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Posted 21 June 2015 - 06:03 PM

View PostxLAVAx, on 21 June 2015 - 06:01 AM, said:

Appears an organized 12-man can attack and win, but it is a real slog. With a Pug group... forget it.

Perhaps they have overcompensated and put everything too close together.


They seem to always overcompensate. If people don't like this side of the see-saw, let them sit on the other side.

View Postmeteorol, on 21 June 2015 - 06:08 AM, said:



That odd, because... you know... i won a whopping 4 of 5 games attacking with pugs yesterday.


You must have been using Clan mechs.

#23 Telmasa

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Posted 21 June 2015 - 10:57 PM

View PostKin3ticX, on 19 June 2015 - 11:15 AM, said:

Wide open maps have their own problems. If you think the intermediate-long rng attrition sniping is bad now you just wait.


Only if they are totally flat...or if there is one mountain that clearly dominates most other features of the map. <_<

Edited by Telmasa, 21 June 2015 - 10:57 PM.


#24 Kin3ticX

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Posted 22 June 2015 - 12:32 AM

View PostTelmasa, on 21 June 2015 - 10:57 PM, said:


Only if they are totally flat...or if there is one mountain that clearly dominates most other features of the map. <_<


You cant forget that you don't know when you will get alpine. In CW we can change our decks at the last minute and large maps would be pure ERLL spam.

#25 Varvar86

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Posted 22 June 2015 - 01:25 AM

Played few rounds. Same crap:
1 - Defenders drop changes - even worse now - now 2 narrow exits that easily can be camped. Lever architectures are Geniuses
2 - Drop ships – stay 3 times longer now, but shoot same 3 times: when landing , when wait, when take off - no difference.
3- Gens are near the Omega. Stay near “omega” and shoot all 3 gens without even move – than shoot omega….
Posted Image

Edited by Varvar86, 22 June 2015 - 01:26 AM.


#26 kesmai

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Posted 22 June 2015 - 01:45 AM

Map changes did nothing but a few higher losses to the dropship. Spawncamping still works. Pgi at their best. The battles even feel less dynamic now. Whole teams get easily murdered hiding in their spawn. The changes feel like a bandaid for terribads and the worst is they do not work.

Edited by kesmai, 22 June 2015 - 01:46 AM.


#27 Koshirou

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Posted 22 June 2015 - 05:54 AM

With the current placement of the O-Gens, you can just as well get rid of them altogether and add their hitpoints to Omega. At least in the maps I played.

#28 AdamBaines

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Posted 22 June 2015 - 07:32 AM

View PostmasCh, on 16 June 2015 - 01:59 PM, said:

I wish they had not moved the O-GENs to be so close to each other and to Omega.

It is now going to be whoever controls the area around Omega, controls the game.

CW is going to be King of the Hill.

What do you guys think?


Interesting start of a thread that turned into the usual sludge we see here on the forums.

#29 sdsnowbum

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Posted 22 June 2015 - 09:06 AM

View PostKoshirou, on 22 June 2015 - 05:54 AM, said:

With the current placement of the O-Gens, you can just as well get rid of them altogether and add their hitpoints to Omega. At least in the maps I played.


Hah, good point.

Though I actually do like that their are still 3 gens to kill, then omega - rather than just shoot one spot and win, you more or less have to take down a cluster of buildings at the heart of the base.

#30 Khereg

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Posted 22 June 2015 - 09:41 AM

View PostTywren, on 19 June 2015 - 04:20 PM, said:


That would depend on how it's set up. If it's like Terra Therma the sniping becomes a non-issue.


TT isn't wide open. Think more like Alpine, but with lower and more gentle hills (e.g. Kansas or Wyoming). If you start far apart, long range and accurate weaponry (e.g. ERLL, Gauss) wins every time and brawlers go away completely. It's boring. And like Kin3ticX said, in CW you know you're about to go there so you bring the loadout that works. All rage direct fire, all the time...

Edited by Khereg, 22 June 2015 - 09:44 AM.


#31 Lugh

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Posted 22 June 2015 - 09:59 AM

View PostKhereg, on 22 June 2015 - 09:41 AM, said:


TT isn't wide open. Think more like Alpine, but with lower and more gentle hills (e.g. Kansas or Wyoming). If you start far apart, long range and accurate weaponry (e.g. ERLL, Gauss) wins every time and brawlers go away completely. It's boring. And like Kin3ticX said, in CW you know you're about to go there so you bring the loadout that works. All rage direct fire, all the time...

Weird how I can get a top three 1-3 score for damage done using mid range brawlers then eh?

#32 Khereg

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Posted 22 June 2015 - 10:52 AM

View PostLugh, on 22 June 2015 - 09:59 AM, said:

Weird how I can get a top three 1-3 score for damage done using mid range brawlers then eh?


On a map I described that doesn't exist? Screenshot, please.

#33 Telmasa

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Posted 25 June 2015 - 11:28 AM

View PostKin3ticX, on 22 June 2015 - 12:32 AM, said:

You cant forget that you don't know when you will get alpine. In CW we can change our decks at the last minute and large maps would be pure ERLL spam.


I don't agree.

One, I don't mind longrange games at all - I think we could use more extended-range engagements in this game, at least where quirks aren't concerned . . .

Two, in MW4, that kind of map was just about everywhere. And know what? Brawling-loadout drops still worked. How? By grouping together, scouting out the enemy location, then using terrain to stay low/out of sight to approach. It was fun as hell.

Can't do that here in MW:O, because either the map is full of ridiculous amounts of clutter, is very lane-centric, or has a gigantic obvious central feature like a mountain, crater, building, or what-have-you.

Edited by Telmasa, 25 June 2015 - 11:28 AM.






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