Preview Video: Crab And New Caustic Valley
#21
Posted 05 October 2015 - 12:18 AM
#22
Posted 05 October 2015 - 12:26 AM
Please PGI, don't overlook these details.
All in all, seems a great map!
#23
Posted 05 October 2015 - 12:49 AM
#24
Posted 05 October 2015 - 01:19 AM
#25
Posted 05 October 2015 - 01:22 AM
So what we seem to have here is weak quirks and few hardpoints but small profile and good hitboxes.
Pretty interesting combo, though I can't see it competing with the bj-1x which has all those advantages + good quirks and high numerous hardpoints.
The discrepancy between the recent weak quirks on all new is mechs and the stronger quirks on old mechs is very problematic, none of the new is mechs are top tier as a result of this and not even many of the old mechs can match the clans either. There needs to be a major change to this sooner than later. Either balance is and clan tech for real or actually give strong enough quirks, make a choice and go with it. The current situation where there is no consistent balancing framework is super frustrating.
#26
Posted 05 October 2015 - 01:26 AM
Random Carnage, on 05 October 2015 - 12:49 AM, said:
You mean the map?
I have my thoughts about that as well.
I am not sure, but it feels like the Atlas or a non-jump jetting mech is heavily in the min.
If i look at at the crater that one atleast on the edges with more rocks/small dense hills is a heaven for jump jetters. Which is not bad, but i would love to have seen more around the map. Are Assaults being keep in mind when designing a map as well?
For example on our current Caustic Valley i can barely move over the pipelines. Ocasionally i get stuck on these pipes and cant move over, (first matches on the map have thought me that, now i just go around, but it shows how rediculous it is) i have always to go around it. I don't have that in my Orion, a heavy which has more speed.
Also the current crater egdes which makes you go slower is a pain in the arse. The Assaults are taking far more hit in speeds then mediums or heavies who have far less problematic bumps in their speed to go over the same object.
Edited by Sarlic, 05 October 2015 - 01:28 AM.
#28
Posted 05 October 2015 - 01:28 AM
kapusta11, on 05 October 2015 - 12:18 AM, said:
Those are clanner tears. The Crabs, OP as they are, only started fighting one-another when there were no more clanners to kill. True story.
But really, it's sulphur flames. It's a real thing:
Edited by jss78, 05 October 2015 - 01:34 AM.
#29
Posted 05 October 2015 - 01:37 AM
Really disappointed by the changes to Caustic (at least visually, will have to see how it plays). I'm really surprised that they added more smoke, effects and clutter.
Please please please give us maps with good visibility. At the moment all this fog, smoke, mist and snow only punishes players who enjoy having the game's graphics settings on high, and rewards players who crank up the gamma settings.
Edited by James Warren, 05 October 2015 - 01:38 AM.
#30
Posted 05 October 2015 - 01:43 AM
James Warren, on 05 October 2015 - 01:37 AM, said:
Really disappointed by the changes to Caustic (at least visually, will have to see how it plays). I'm really surprised that they added more smoke, effects and clutter.
Please please please give us maps with good visibility. At the moment all this fog, smoke, mist and snow only punishes players who enjoy having the game's graphics settings on high, and rewards players who crank up the gamma settings.
Well it looked like it plays exactally like it does now. 75% of the map unused and hidey pokey or NASCAR around the cauldera edge. (would not be surprised to see a massive amount of open water acting as filler space to pad the size while also not being useable for playing in like the other two new maps have)
As for the crab? I see it performing one thing the other I.S. medium mech offerings can not do as well.
Small profile zombie with three energy hardpoints between the head and CT.
#31
Posted 05 October 2015 - 02:01 AM
I don't think Russ is running a bad system, but it seems to lag when he flies high
#32
Posted 05 October 2015 - 02:02 AM
well i would prefer not to have the day time change with that dusk crap, but w/e, the caldera looks ugly now but at least it has better (?) sides
#33
Posted 05 October 2015 - 02:02 AM
Lykaon, on 05 October 2015 - 01:43 AM, said:
Well it looked like it plays exactally like it does now. 75% of the map unused and hidey pokey or NASCAR around the cauldera edge. (would not be surprised to see a massive amount of open water acting as filler space to pad the size while also not being useable for playing in like the other two new maps have)
If you take a look on the overview you would notice on the very left side of the crater (where about our current Assaults spawn, atleast i think it is) they thought of making a more -sort of- flanking ability. It looks like a path with a bit of cover.
Here's a screepcap i took and zoomed in with 200%. (takes a bit to load, big screen cap roughly 13mb)

We will find out how the map looks like soon!
Edited by Sarlic, 05 October 2015 - 02:05 AM.
#34
Posted 05 October 2015 - 02:05 AM
hate night map. and blurry/fog map as well. and somehow i have a feeling new caustic is going that way..
#35
Posted 05 October 2015 - 02:08 AM
Titannium, on 05 October 2015 - 02:05 AM, said:
hate night map. and blurry/fog map as well. and somehow i have a feeling new caustic is going that way..
I hate the day/night cycle.
It sucks. It's far too fast.
Edited by Sarlic, 05 October 2015 - 02:08 AM.
#36
Posted 05 October 2015 - 02:11 AM
Sarlic, on 05 October 2015 - 02:08 AM, said:
It sucks. It's far too fast.
Its too fast, and i have 75% of all RC in night. i hate to switch to green view and play whole match in it. UGLY.
And the switch in 11:50 is causing 4 sec lag on my PC, everytime. (bad programing)
#37
Posted 05 October 2015 - 02:14 AM
I don't know if in the vid, people was spreading dmg on purpose, but it seems to me there weren't insta-death CT nor ST. Which would be awesome: both std and xl viable would be terrific!
About Green Mordor, if it stops braindead nascar squirrel in solo que, it will be good. I couldn't see this in the vid.
#38
Posted 05 October 2015 - 02:50 AM
#39
Posted 05 October 2015 - 02:54 AM
XX Sulla XX, on 05 October 2015 - 02:50 AM, said:
Day night should be done more "lightly"
Absolutely agree that new FC and RC are indeed a PAIN (in night). Hate the visibilty.
And therefore i rly rly like to play on CANYON networks. (this map is currently my total favorite.)
CLEAR sight, bright day, nice terrain. Love that map.
#40
Posted 05 October 2015 - 03:14 AM
BTW: The terrain on Caustic Valley got even more rocky. I hope the movement won't be as painful as on Viridian Bog. I swear every new map favors JJ-equipped Timberwolves over slow IS assaults.
Edited by Kmieciu, 05 October 2015 - 03:15 AM.
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