


New Maps Are Terrible!
#21
Posted 21 August 2015 - 06:14 PM

#23
Posted 21 August 2015 - 06:19 PM
#25
Posted 21 August 2015 - 06:44 PM
Andi Nagasia, on 21 August 2015 - 06:10 PM, said:
Nice Flat Map for you to Play in, Enjoy

Utter Fail.
That destructible grass is killing my FPS. Pipe blocks too many LRMs. PGI = Pretty-Godd*mn-Inept.
NO ONE WILL BE PLAYING MWO IN A WEEK!!!!
NO this is NOT an alt account. PGI sux. Cant believe i spent money on hax for this mech inspired ****. My Golden Timby sucks worse than my LRM Atlas at least i can get 200 damage in my Atlas.
MWO sucks. No one will be playing in a week. The world will end in 3 weeks. Im gonna go buy a pet rhino. I hope you guys are happy.
/did i lay it on thick enough?
#26
Posted 21 August 2015 - 06:48 PM

#27
Posted 21 August 2015 - 06:52 PM

Intcel, on 21 August 2015 - 05:04 PM, said:
The layout is absolutely terrible, as if someone designed them who has never played a shooter before.
The new "perks" are a disaster, there is constantly stuff hanging in your face blinding you or junk on the ground getting your mech stuck. Parts of the map even make you bug out when trespassed.

#28
Posted 21 August 2015 - 08:51 PM
As far as ground clutter goes, it has no more and no fewer 'Mech-blocking obstacles than most of the other maps do. Substantially fewer than Bog, which is also a glowing recommendation in my book (since Bog has both a boring color palette and crappy, obstructive terrain, anything that isn't that I'm apt to find agreeable). Any hangups right now are the result of being unfamiliar with the map- give it a week or two, and you'll know where the dangerous spots are and be able to avoid them (again, unlike Bog, where the danger spots are about every dozen meters). There is plenty of wide open space available to do so.
There are places where long-range sniper battles can be had, and more tightly packed areas where brawlers are more potent... and, at least so far, I've seen both used within the same match without breaking the flow. There are patches where 'Mechs are vulnerable to LRM fire, but there are also lots of places to take cover... and, more importantly, to maneuver and fight while under cover. The rolling, hilly nature of the terrain in the open patches allows for fighting advances toward strong positions where an intelligent team can make use of natural features to break enemy sight lines. The spawn points are spread widely apart, but are also a great distance away from the enemy spawns, so the team tends to regroup in different positions each game- resulting in battles that play out on different sections of the map instead of always in the same exact spot (at least in solo queue; I'm sure the optimal strategies for group and comp play will be worked out quickly enough if they haven't already been).
Best. Map. Ever.
#29
Posted 21 August 2015 - 09:25 PM
Always ends up with me using heat vision/night vision, cause seeing your enemy before they see you is a huge advantage.
The game doesn't look as nice with either vision mode though.
#30
Posted 22 August 2015 - 03:15 PM
Way too much area has been added that is bland, and usually unused, rather than emphasising the distinctive elements of the original map area.
So grats PGI on the improvement in map appearance, but please focus more on the distinctive play features that defined the originals.
#31
Posted 22 August 2015 - 03:33 PM
i want to see more of this kind of thing:
reachable high areas, the kind which falling from would cause your death.
underground complexes/cave networks.
fortifications, structures designed for mechs to climb and use for cover or camping (really a merger of the above 2).
deep water with reduced speed and weapon ranges/velocities (for example the other side of the dam on the new river city).
more terrain hazzards, like the lava on therma or the hot spots on caustic, death zones.
destructable terrain elements like bridges or boulders to open or close attack paths.
also these maps are big enough to allow for additional game modes without much modification.
Edited by LordNothing, 22 August 2015 - 03:53 PM.
#32
Posted 22 August 2015 - 03:36 PM

#33
Posted 22 August 2015 - 03:55 PM
Intcel, on 21 August 2015 - 05:04 PM, said:
The layout is absolutely terrible, as if someone designed them who has never played a shooter before.
The new "perks" are a disaster, there is constantly stuff hanging in your face blinding you or junk on the ground getting your mech stuck. Parts of the map even make you bug out when trespassed.
Wow, just wow. I can think of so many ways to insult you now but all that I can type is just wow. If anything, the new maps are TOO good for the current game mechanics!
#34
Posted 22 August 2015 - 04:03 PM
Also, PGI needs to move the bases; they are still too close to the old areas, which is silly.
#35
Posted 22 August 2015 - 04:07 PM
Intcel, on 21 August 2015 - 05:04 PM, said:
The layout is absolutely terrible, as if someone designed them who has never played a shooter before.
The new "perks" are a disaster, there is constantly stuff hanging in your face blinding you or junk on the ground getting your mech stuck. Parts of the map even make you bug out when trespassed.
Have you ever played Mechwarrior before? These last two mad re-makes (ESPECIALLY Forest Colony) are the only 2 maps in the game that resemble a Mechwarrior map. Alpine is halfway to a proper map, everything else is built to be arena shooter nonsense.
#36
Posted 22 August 2015 - 04:08 PM
River City needs a pass - many invis walls and 1foot horizontal step that killed me from fall damage(couldn't get co-ordinates to report), but the combat is much better than before.
Forest Colony is a gem. It really *feels* like you are in a deep wooded forest. Total immersion. And its a light's wet dream. Lots of concealment instead of cover (tree leaves vice rocks).
Also, every time I drop on Forest Colony it reminds me of the opening forest scene:
https://www.youtube....8&v=ci1XZMBHEz8
Edited by Fenrisulvyn, 22 August 2015 - 04:12 PM.
#37
Posted 22 August 2015 - 04:25 PM
Fenrisulvyn, on 22 August 2015 - 04:08 PM, said:
River City needs a pass - many invis walls and 1foot horizontal step that killed me from fall damage(couldn't get co-ordinates to report), but the combat is much better than before.
Forest Colony is a gem. It really *feels* like you are in a deep wooded forest. Total immersion. And its a light's wet dream. Lots of concealment instead of cover (tree leaves vice rocks).
Also, every time I drop on Forest Colony it reminds me of the opening forest scene:
https://www.youtube....8&v=ci1XZMBHEz8
It's amazing for ECM lights. Sensors cut right through the brush for everybody else.
I'm gonna need to get a Pirate's Bane to really take advantage of the foliage.
#38
Posted 22 August 2015 - 05:03 PM
Intcel, on 21 August 2015 - 05:04 PM, said:
The layout is absolutely terrible, as if someone designed them who has never played a shooter before.
The new "perks" are a disaster, there is constantly stuff hanging in your face blinding you or junk on the ground getting your mech stuck. Parts of the map even make you bug out when trespassed.
You're one of those guys like the Battlefield ******* that run high spec gaming rigs and then turn their settings down to have an advantage from the reduced visuals so you can 'see better', aren't you?
Always hated setting up an MG and getting shot through smoke or something because it was turned down on the other guys PC (in replay I wouldn't be able to see through it from their view either) thus giving him an advantage. Its really a bummer when enjoying the better visuals in a game after having spent money on a gaming pc is actually a bad thing.
Edited by MauttyKoray, 22 August 2015 - 05:04 PM.
#39
Posted 22 August 2015 - 05:49 PM
Intcel, on 21 August 2015 - 05:04 PM, said:
The layout is absolutely terrible, as if someone designed them who has never played a shooter before.
The new "perks" are a disaster, there is constantly stuff hanging in your face blinding you or junk on the ground getting your mech stuck. Parts of the map even make you bug out when trespassed.
As for stuff hanging in your face, what do you expect riding around in a 3-4+ story tall robot? Clear skies and sunny weather? People complain when the scale is wrong and you feel like its just a normal shooter with robots instead of humans, then they fix the scale on the new maps, kind of, and people complain that there is stuff in there face. Its too open, needs more cover-its too cluttered, needs more room to move-Its too brawlcentric-Its too rangecentric-its too lrmcentric-its too hot-can see too far-can't see far enough, etc. Nothing this company will ever do will be right for some reason. Instead of adapting, people complain. It gets old.
#40
Posted 22 August 2015 - 06:19 PM
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