Nik Reaper, on 06 July 2015 - 10:53 AM, said:
While it was called on before now we had a preview and it was not changed.
The spown point above the upper city , the top most left spown point that has it's own crater like are with a narrow enterance seems a bit unbalanced if the whole team decides to run in to it and setup a fireing line forwards the endterance , it's kinda like the defenders advantage in boreal vault.
Do anyone have any thoughts about counters?
I frist thought it was too small a surface with little cover to hold 12 mechs , but from the video it doesn't seem that way.
It's a bit too early to tell.
That being said, I really wish they made the entire map accessible, allowing some kind of sneaky flanking maneuver across the dam and the river leading into the dam. The center of the map isn't really that much wider, and although they did add some more cover on both sides of the Citadel, I'm kind of worried that the fighting will still take place on a relatively small part of the map (as is often the case with MWO maps), because moving around that critical area is either too hard or straight up impossible.
So really, I do hope that there are some good positions near either team's spawn position. Maybe even some brave pug teams will dare to avoid the standard rush to the center and try to hold their ground instead. Lord knows, some of the most enjoyable Skirmish / Assault matches I've had on Alpine and Tourmaline have been matches where one team just decided to hold their ground. And the most fun matches on Crimson Strait are usually matches where one team just decides to ignore the platform and hold the dense urban areas around
B4, B5 and C6.
Btw, you may want to include a link to screenshots and/or video in your OP. I'm sure that'll make it easier to comment on specific positions for lazy and/or forgetful people like me