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Why Are All The Cw Maps Designed To **** On Flanking?


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#21 Sadist Cain

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Posted 03 July 2015 - 09:34 AM

View PostVellron2005, on 02 July 2015 - 02:03 AM, said:

CW is for advanced tactics


That made me laugh.

It's about as "tactical" as the cup & balls
Posted Image

It is extremely basic and built upon a very very very simplistic design concept copied from other MOBAs that is designed the let blobs of ******* feel like they're executing well thought out tactikewl decisions by picking A, B or C.

Or get crazy pro and choose two :-O

Don't get me wrong here, I do enjoy MWO greatly and have played since it began.

That being said the effort towards a tactical game that encourages teamwork and forethought is laughable.

It does of course require more thinking than something like counterstrike for example, then again, going cross eyed and drooling requires more thought than counterstrike...

Unit's and pugs alike in this game can barely wrap their heads around a basic pincer. That's not to say they're not capable, the majority are.
However the game is built upon the concept of blob up and charge, I mean that's teamwork... isn't it?

https://youtu.be/dNwCLdN7GIc?t=133

Teamwork, mwo style ;)

#22 Aiden Skye

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Posted 05 July 2015 - 05:19 AM

While I agree with you OP. I have to somewhat disagree. CW is more of a team based mode and there is less room for lone wolf shenanigans on some maps. Bases should be hard to attack. And a fortress designed from a tactical perspective should have good visibility and choke points.

On the other hand flanking can be done pretty easily on some maps. Was in a game yesterday where the whole enemy team surrounded a choke point and was just waiting for someone on my team to peek. My team was literally sitting there afraid to make a move. Took my HBR, engaged balls, couple other warriors followed me though the other gate. Tore up the enemy six, and took pressure off the 8 or so other teammates cowering in the bottleneck. Ended up destroying the enemy defense.

Then of course in typical pug fashion everyone then scattered to the 4 winds, got picked off one at a time and we lost the match.

#23 Vellron2005

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Posted 06 July 2015 - 12:01 AM

View PostSadist Cain, on 03 July 2015 - 09:34 AM, said:

That made me laugh.

It's about as "tactical" as the cup & balls


We'll it has more tactics (or it used to before the o-gen nerf) than a common pug drop, where the only 2 things you can do is either rush the center and brawl, or execute a "nascar" manuver and THEN go to the center of the map to brawl.

MWO isn't big on tactics, but compared to a PUG drop, yes, CW "had" more advanced tactics. Now, not so anymore.. now its back to "pick alpha or beta, and then brawl"..

Still, very little flanking or anything more advanced.

Edited by Vellron2005, 06 July 2015 - 12:02 AM.


#24 Sadist Cain

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Posted 07 July 2015 - 07:35 AM

View PostVellron2005, on 06 July 2015 - 12:01 AM, said:


We'll it has more tactics (or it used to before the o-gen nerf) than a common pug drop, where the only 2 things you can do is either rush the center and brawl, or execute a "nascar" manuver and THEN go to the center of the map to brawl.

MWO isn't big on tactics, but compared to a PUG drop, yes, CW "had" more advanced tactics. Now, not so anymore.. now its back to "pick alpha or beta, and then brawl"..

Still, very little flanking or anything more advanced.

I hear you on that broseph.I find it exceptionally odd that the CW maps are the way they are in the first place. Especially now maps like river city are being expanded and made to be what seems like a much more interesting and expansive arena to engage in tactical warfare.Hopefully CW will get the same treatment, less fighting in a shoebox.

#25 Anjian

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Posted 07 July 2015 - 07:38 AM

We can just fix everything by adopting this map.

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#26 Sader325

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Posted 09 July 2015 - 02:37 AM

View PostAnjian, on 07 July 2015 - 07:38 AM, said:

We can just fix everything by adopting this map.

Posted Image


Thats right, we need a third gate for every map.

#27 Vellron2005

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Posted 09 July 2015 - 11:55 PM

View PostAnjian, on 07 July 2015 - 07:38 AM, said:

We can just fix everything by adopting this map.

Posted Image


Nice map..

Reminds me of the original Heroes of Might and Magic..

Altho, the design is very warcraft/starcraft-ish.. wich is to say, not bad, not very simetric or asimetric, but still arena-like..

Edited by Vellron2005, 09 July 2015 - 11:56 PM.


#28 Tuis Ryche

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Posted 11 July 2015 - 08:06 PM

Yeah, "good base design" relies a lot on placing said bases within range of accessible mountain perches that are conveniently out of bounds to autokill snipers who might shoot down into their little castles.





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