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On A More Positive Note...


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#1 DjPush

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Posted 21 August 2015 - 08:07 AM

Good job PGI on the new map! You guys flipping nailed it! It's beautiful, spacious and has so many places for good engagements. Only one gripe: the drope zones. I'm pretty sure the spacing between drop ships is equivalant to the distance from one end to the other of the old map. Kind of annoying.

#2 Lugh

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Posted 21 August 2015 - 08:08 AM

They sure did. This map is fun. And somewhat varied in the areas I seen the fighting in!

#3 Bilbo

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Posted 21 August 2015 - 08:10 AM

I really like it even without my cave. I just wish it wasn't weighted so heavily. I was seriously tired of seeing it last night.

#4 DjPush

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Posted 21 August 2015 - 08:13 AM

View PostBilbo, on 21 August 2015 - 08:10 AM, said:

I really like it even without my cave. I just wish it wasn't weighted so heavily. I was seriously tired of seeing it last night.


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 Bilbo

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Posted 21 August 2015 - 08:25 AM

View PostDjPush, on 21 August 2015 - 08:13 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.

Unfortunately, I rarely take anything that small. I'll have to check it out at some point though.

#6 Axeface

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Posted 21 August 2015 - 09:07 AM

Its great, but I hope that they change the fog/bad visibility at dawn. It looks drab and boring.

#7 Cat-in-Exile

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Posted 21 August 2015 - 09:57 AM

Not a big fan of it do far, personally. It looks nice, but visibility is brutal, and it seems like there's little cover anywhere that you aren't getting hit from like 6 other directions, which makes survival feel like dumb luck.

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 RoboPatton

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Posted 21 August 2015 - 10:05 AM

View PostDjPush, on 21 August 2015 - 08:07 AM, said:

Only one gripe: the drope zones. I'm pretty sure the spacing between drop ships is equivalant to the distance from one end to the other of the old map. Kind of annoying.



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.

#9 WarHippy

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Posted 21 August 2015 - 10:17 AM

View PostAxeface, on 21 August 2015 - 09:07 AM, said:

Its great, but I hope that they change the fog/bad visibility at dawn. It looks drab and boring.

I actually really like the look with the fog and what not. Night vision also looks really good with the fog at dawn.

#10 Kjudoon

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Posted 21 August 2015 - 10:21 AM

I love Endor/Murkwood. My only serious complaint is this: The bases need to be moved for conquest and Assault to use the map better. Here are my suggestions for conquest improvement, or what I could call my "Run Fatlas Run" plan

Posted Image

Don't bring any mech slower than 60kph onto Conquest. That should be rule #1.

#11 Lynx7725

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Posted 21 August 2015 - 10:26 AM

View PostBlitzburger, on 21 August 2015 - 09:57 AM, said:

Not a big fan of it do far, personally. It looks nice, but visibility is brutal, and it seems like there's little cover anywhere that you aren't getting hit from like 6 other directions, which makes survival feel like dumb luck.

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 Kira Onime

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Posted 21 August 2015 - 10:29 AM

I'm enjoying it less and less the more I play.

-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.

View PostLynx7725, on 21 August 2015 - 10:26 AM, said:

given the predecessor's tendency to end up with a standoff at the archway.



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 Kjudoon

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Posted 21 August 2015 - 10:29 AM

Clarification. By sight lines you mean clear 1000m shots with gauss or ERLLs? If so I consider that a massive net positive.

#14 ChapeL

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Posted 21 August 2015 - 10:31 AM

I really like it so far. Its been the stage for intense fire fights with lots of flanking attempts and ample cover when you aren't in a chassis that's very large. ( My Hunchback 4G seems to be at a sweet spot for this )

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" )

View PostLynx7725, on 21 August 2015 - 10:26 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.


I liked your post and am quoting it too since I can't like it twice :P

#15 Lugh

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Posted 21 August 2015 - 10:32 AM

View PostBlitzburger, on 21 August 2015 - 09:57 AM, said:

Not a big fan of it do far, personally. It looks nice, but visibility is brutal, and it seems like there's little cover anywhere that you aren't getting hit from like 6 other directions, which makes survival feel like dumb luck.

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 Dino Might

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Posted 21 August 2015 - 10:33 AM

View PostKira_Onime, on 21 August 2015 - 10:29 AM, said:

I'm enjoying it less and less the more I play.

-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 Kjudoon

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Posted 21 August 2015 - 10:33 AM

View PostLugh, on 21 August 2015 - 10:32 AM, said:

Weird as my experience has been the opposite, so much more cover that can be found and exploited.

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 Nothing Whatsoever

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Posted 21 August 2015 - 10:35 AM

So far, I'm really enjoying Forest Colony

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 cSand

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Posted 21 August 2015 - 10:39 AM

Amen the new maps are awesome so far

#20 Lily from animove

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Posted 21 August 2015 - 11:09 AM

View PostKjudoon, on 21 August 2015 - 10:21 AM, said:

I love Endor/Murkwood. My only serious complaint is this: The bases need to be moved for conquest and Assault to use the map better. Here are my suggestions for conquest improvement, or what I could call my "Run Fatlas Run" plan

Posted Image

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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