Kristov Kerensky, on 24 June 2015 - 09:51 AM, said:
Lord Scarlett, ok, finally, a real answer, and one that I agree with no less. Map design is lacking and they are working on that, we'll have to wait until July 21st when we see River City redux to see if they are going in the right direction on that.
Game play modes, yes, we could use more, but what exactly do we want to see? Lets get some specifics on that, not just a generic 'moar' answer. Capture the flag? Defend/Attack like we have in CW, which is something they are working on for non-CW? First person that says 'escort the' gets to visit the Baliff and get whacked!
I actually want LESS, but more in-depth. Look at BF2, it was one game mode with a
slight variation on a map to map basis. You had three maps sizes for 16v16, 32v32, and 64v64 but they all had more or less the same things in common: hold on to important areas.
Strike at Karkand was my absolute favorite map in BF2 and quite possibly the absolute most fun and is actually ENTIRELY relevant to MWO CW:
But what made it good? It was balanced. The US had to assault and the MEC had to defend. Pretty simple concept actually, so what kept it from being the ****** Attack/Defend that we have for CW?
Well... for starters, the MEC could defend that first spawn with everything they had. But that was an all or none strategy that could often backfire. Because unlike here, the US could send small teams to the left and right and back cap. And if the US took the spawn to the far right, they gained an extra tank, APC, and HMMWV and deprived the MEC of all available vehicle assets AND artillery/UAVs. The US taking the spawn at the top left also gave the US a buggy and cut the map in half for the US, dividing the MEC forces.
Smart MEC teams would actually give up those first two spawns and the bridge to defend their back spawn and the spawn in the top left because they could keep the advantage in spawn locations and keep the US tickets constantly draining and it put pressure on the US to keep on the offensive to prevent them from suffering a passive drain, while at the same time trying to avoid losing the shooting war.
There were so many different strats and counter strats on just Karkand alone.
What does CW have? Not many strats or counter strats. And none of them are dynamic and can be adjusted on the fly.
Hell, Karkand was SUCH a well done map it was in BF2, BF2142, BF:F2P, BF3, and people are legitimately mad it's not in BF4 or BF:BC2.
All of the BF2 maps were supremely well done with multiple strats and tactics viable for play and counter play and dynamic, natural way the fights flowed was what made BF2 so engaging time after time after time.
The MWO maps are pretty static. Especially the CW ones, where they essentially force you pick path A or path B and once you pick a path you can't deviate from it even if you wanted to. The maps are designed to prevent dynamic flow.
Until PGI takes a few pages from the book from DICE about map design, we'll be stuck with the maps and shallow game modes we have.
Fate 6, on 24 June 2015 - 06:42 PM, said:
I have nothing to add to this argument so I will go pilot a mech with PPCs
Don't forget your JJs!