Fix Crimson Straight
#1
Posted 08 October 2015 - 09:33 AM
#2
Posted 08 October 2015 - 09:36 AM
#3
Posted 08 October 2015 - 10:13 AM
I do have to say though ... every match that I can remember on Crimson has been a running battle. Usually weaving among the buildings. It may start at the platform, but it usually either goes over the saddle or down one of the ramps.
#4
Posted 08 October 2015 - 11:19 AM
#5
Posted 08 October 2015 - 11:53 AM
#6
Posted 08 October 2015 - 12:24 PM
#7
Posted 08 October 2015 - 03:48 PM
#8
Posted 08 October 2015 - 03:51 PM
Quote
That has more to do with bad gamemode design than bad map design.
Bad gamemode = always fight in same spot over and over
Good gamemode = gets you to fight in different spots every game and adds variation to the game
#9
Posted 08 October 2015 - 03:53 PM
That would force teams to manoeuvre to said island to take Theta. Plus the island already provides great cover around all sides. While the platform would still be useful, it would not be the focal point during Conquest mode games.
#10
Posted 08 October 2015 - 03:55 PM
Quote
That would force teams to manoeuvre to said island to take Theta. Plus the island already provides great cover around all sides. While the platform would still be useful, it would not be the focal point during Conquest mode games.
Then its not equidistant to the spawn points of both teams. Youd be giving the team that spawns near the island an advantage.
#11
Posted 08 October 2015 - 03:59 PM
The map needs to be opened up more in that area and the desolate water areas out in the open with no cover also need to be changed.
#12
Posted 08 October 2015 - 07:13 PM
#13
Posted 08 October 2015 - 07:20 PM
I used to be able to see in front of me, but then these map revamps started. I WANT to witness the beauty of these map overhauls, but apparently PGI does not want that to happen.
#14
Posted 08 October 2015 - 08:32 PM
Its a deathtrap deluxe, and people just sit there like zombies to be LRM'ed to death and surrounded.
#15
Posted 08 October 2015 - 08:37 PM
#16
Posted 08 October 2015 - 09:12 PM
#17
Posted 08 October 2015 - 09:36 PM
#18
Posted 08 October 2015 - 09:44 PM
adamts01, on 08 October 2015 - 09:33 AM, said:
This is because assault mechs are easy to kill, and all mechs are capable of putting out a lot of firepower.
-Reduce the firepower of lights and fast mediums a lot.....or reduce their armor and structure an insane amount....if they're giving up armor for speed and small profile.... they should die or lose the body part when someone actually manages to hit.
-Reduce the firepower of slow mediums and fast heavies a little....or reduce their armor and structure a moderate amount.
-Increase the armor of slow heavies and fast assaults a little....they already do plenty of damage
-Increase the armor of slow assaults a lot, they're so slow and big that they're virtually impossible to miss....the armor needs to go up to match this fact....
Suddenly your assaults won't be cowering scared of 2 light mechs, b/c they know if they can actually hit them... the things will actually die.
Instead they'll be forced to take the front lines like everyone wants, b/c in order to take down the enemy assault lance... the ally assault lance will actually have to get out and take some damage as well as do the damage that can no longer be done by a bunch of steering wheel full throttle lights and mediums with zero fear.
Edited by The Atlas Overlord, 08 October 2015 - 09:56 PM.
#19
Posted 08 October 2015 - 09:46 PM
Quote
Reduce the firepower of slow mediums and fast heavies a little.
Increase the armor of slow heavies and fast assaults a little.
Increase the armor of slow assaults a lot.
need to reduce the speed of fast heavies too to help give mediums their role back. kindve hard for mediums to compete against timberwolves that go 90kph.
#20
Posted 08 October 2015 - 09:55 PM
Khobai, on 08 October 2015 - 09:46 PM, said:
need to reduce the speed of fast heavies too to help give mediums their role back. kindve hard for mediums to compete against timberwolves that go 90kph.
Very Very true....
If I had my way it would look something like this with our current armor values unchanged.
Lights 80-100kph and firepower of 5-15
Mediums 65-80 and firepower of 15-25
Heavies 50-65 and firepower of 25-35
Assaults 35-50 and firepower of 40-60
In addition, every mech would have a fixed torso twist, mech turn, acceleration, deceleration, and arm movement speed....bigger engine would just increase top speed.
Bring a small slow engine... you have enough tons left to max out the firepower...
Bring the fastest engine... welp, you won't be doing much damage... but you'll have that speed you want so you can hopefully use it to avoid enemy fire and live longer to build up damage over time rather than needing to be able to defend yourself with pure firepower.
So at the extreme ends... you'd have a 35kph slow ass assault praying that he could bring his big ass weapons to bear against a 100kph light whittling him down.
If the assault pilot can't aim... he loses.
If the light pilot isn't good enough to use his speed and small size to avoid the big guns.. .he dies.
Choices. Trade-offs. Roles.
Edit: This would have the added benefit of making the "race to the same spot and do the same thing" impossible b/c your slow guys would actually be slow.
Maps would take longer to traverse and would seem bigger.
So it would create roles, force choices to matter, AND undo the need to constantly keep redoing maps b/c "They're too small"
Edited by The Atlas Overlord, 08 October 2015 - 10:14 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users