On A More Positive Note...
#1
Posted 21 August 2015 - 08:07 AM
#2
Posted 21 August 2015 - 08:08 AM
#3
Posted 21 August 2015 - 08:10 AM
#4
Posted 21 August 2015 - 08:13 AM
Bilbo, on 21 August 2015 - 08:10 AM, said:
There is still a cave. However, only light mechs (the shortest ones) can take it. It's where the old waterfall was right next to the new archway.
#5
Posted 21 August 2015 - 08:25 AM
DjPush, on 21 August 2015 - 08:13 AM, said:
Unfortunately, I rarely take anything that small. I'll have to check it out at some point though.
#6
Posted 21 August 2015 - 09:07 AM
#7
Posted 21 August 2015 - 09:57 AM
But I guess some (many? Most?) other players like that? I dunno, maybe it's my lack of familiarity with it.
EDIT: Whoops, sorry, didn't mean to crap on a positivity thread.
Edited by Blitzburger, 21 August 2015 - 10:03 AM.
#8
Posted 21 August 2015 - 10:05 AM
DjPush, on 21 August 2015 - 08:07 AM, said:
I think PGI is under the impression that this will somehow counteract the Deathball tactic. However, it fails to do so.
If they wanted minor engagements drop zones would have to be even more spread out with a shorter distance between enemies. So as it stands always running to the fatties is a hassle.
#10
Posted 21 August 2015 - 10:21 AM

Don't bring any mech slower than 60kph onto Conquest. That should be rule #1.
#11
Posted 21 August 2015 - 10:26 AM
Blitzburger, on 21 August 2015 - 09:57 AM, said:
I actually don't find it that bad. A few things -- running around it in Testing Grounds trying to find the target mechs show how rolling the terrain is, and how easy it is for mechs to hide; it's possible to sneak in close using the ground folds, which makes scouting and communications super critical in games here. Once detected though, it's hard for people to evade the inevitable counter-battery fire, except that some -- not all -- trees can block fire. Knowing which is which is important to survival.
The other is that the layout is surprisingly flexible. There are chokepoints that are ideal defensively, but most of those are also flankable; I've taken my E-Boom Jaguar on flanking runs that terribly distracted enemy mechs and allowed the direct assaulters to push up while the enemy is looking at me. That alone is a good sign on maps, especially given the predecessor's tendency to end up with a standoff at the archway.
#12
Posted 21 August 2015 - 10:29 AM
-Hardly any sight lines and the few you do find aren't that great.
-Clutter everywhere on the ground.
-Map said to be 4.5x bigger than the old one but 2/3 of it go unused since it funnels you to the old area.
While it looks amazing, it just feels like a mess when playing it.
Lynx7725, on 21 August 2015 - 10:26 AM, said:
Most people that knew what they where doing avoided that entire area of the map.
Horrible place to fight in and a natural funnel, arguably the single worst area on the old map.
#13
Posted 21 August 2015 - 10:29 AM
#14
Posted 21 August 2015 - 10:31 AM
The terrain and subsequent sensor unreliability make this tactically very interesting. People actually form firing lines, protect advances and follow through with pushes in a somewhat intelligent manner. ( Instead of camping themselves in the usual "up a step, down a step poking" )
Lynx7725, on 21 August 2015 - 10:26 AM, said:
The other is that the layout is surprisingly flexible. There are chokepoints that are ideal defensively, but most of those are also flankable; I've taken my E-Boom Jaguar on flanking runs that terribly distracted enemy mechs and allowed the direct assaulters to push up while the enemy is looking at me. That alone is a good sign on maps, especially given the predecessor's tendency to end up with a standoff at the archway.
I liked your post and am quoting it too since I can't like it twice
#15
Posted 21 August 2015 - 10:32 AM
Blitzburger, on 21 August 2015 - 09:57 AM, said:
But I guess some (many? Most?) other players like that? I dunno, maybe it's my lack of familiarity with it.
EDIT: Whoops, sorry, didn't mean to crap on a positivity thread.
Weird as my experience has been the opposite, so much more cover that can be found and exploited.
#16
Posted 21 August 2015 - 10:33 AM
Kira_Onime, on 21 August 2015 - 10:29 AM, said:
-Hardly any sight lines and the few you do find aren't that great.
-Clutter everywhere on the ground.
-Map said to be 4.5x bigger than the old one but 2/3 of it go unused since it funnels you to the old area.
Also, most of the "new area" is empty, open water on the edge of the map. Nobody goes there because it takes forever and a day to get back to where the action is. I'd guess that more than 50% of this map is a total waste of space. I'm not a fan.
#17
Posted 21 August 2015 - 10:33 AM
Lugh, on 21 August 2015 - 10:32 AM, said:
And with the breakable trees allowing shots to go through AND reveal location, you quickly learn the difference between cover and concealment and the benefits of both
#18
Posted 21 August 2015 - 10:35 AM
and River City is improved (Aside from the strange rocks in the middle of the map around Theta, the bridge, that still don't make sense to me, but are meh for gameplay at least)!
#19
Posted 21 August 2015 - 10:39 AM
#20
Posted 21 August 2015 - 11:09 AM
Kjudoon, on 21 August 2015 - 10:21 AM, said:

Don't bring any mech slower than 60kph onto Conquest. That should be rule #1.
this kills conquest, because anyone with a mech slower than this will just unmark the conquest mode. GG you killed an entire mode.
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