

Too Much Water
#1
Posted 27 October 2015 - 03:24 AM
It's wide open space that no sane heavy or assault would go near. The only solution I could think of bar a full map redo to make it land would be to add ships to add some cover so all types can use the space
#2
Posted 27 October 2015 - 03:28 AM
Relek Nom, on 27 October 2015 - 03:24 AM, said:
It's wide open space that no sane heavy or assault would go near. The only solution I could think of bar a full map redo to make it land would be to add ships to add some cover so all types can use the space
1. Cover
2. Heat dissipation
3. Different landscapes/environments are good
4. Not every pilot is a lemming
#3
Posted 27 October 2015 - 03:30 AM
#4
Posted 27 October 2015 - 03:33 AM
#5
Posted 27 October 2015 - 03:34 AM

I say this (kind of jokingly) because one of the "sells" for Single Heat Sinks is that you could install them in a mech's legs and it would increase the mechs cooling capabilities. Therefore, if water was all over the darn place, maybe SHS wouldn't be so bad (which of course it still would).
Actually, if water was like a coolant flush in how rapidly it cools a mech with SHS in the legs, and water could be found all over the place, maybe SHS could actually be useful (very inefficient when compared to DHS on dry land, but better cooling than DHS in water). Hmm. Only bummer is, you aren't finding water on HPG manifold, Terra, Tourmaline, or even Alpine (since it is all solid ice).
Boy, I really posted a large heat sink brainstorm starting with a simple Water everywhere joke. Huh.
#6
Posted 27 October 2015 - 03:36 AM
I have seen lights taking great advantage of it (beyond being sneaky).
It gives open space, too, thus being needed for non-brawl & non-lrm ranged weaponry.
It gives a map a feeling of diversity and (not sure about the correct english term) "correctness".
Saying, that there would be too much wate sounds kind of saying "There are too much buildings in River City. Delete half of it, so non-brawler can use the space, too."
Not every aspekt of the maps have to be made perfectly for 'Mech combat. Especially not natural components, that just exists and don't care about our stompy warfare.
#7
Posted 27 October 2015 - 04:08 AM
But take the three maps I mentioned in my op, how often do you see a battle in the large water areas. . once in a blue moon. And it really gets to me, on C.S. When most are in the tunnel or near I love flanking from the water but no one ever joins me because there is little cover and it's seen as a suicide run. When in reality I rarely die because the move causes a bit of panic and my team push (some of the time).
#8
Posted 27 October 2015 - 04:16 AM
#9
Posted 27 October 2015 - 04:24 AM
#10
Posted 27 October 2015 - 04:30 AM


#11
Posted 27 October 2015 - 04:36 AM
#12
Posted 27 October 2015 - 04:38 AM
Raubwurst, on 27 October 2015 - 03:36 AM, said:
I have seen lights taking great advantage of it (beyond being sneaky).
It gives open space, too, thus being needed for non-brawl & non-lrm ranged weaponry.
It gives a map a feeling of diversity and (not sure about the correct english term) "correctness".
Saying, that there would be too much wate sounds kind of saying "There are too much buildings in River City. Delete half of it, so non-brawler can use the space, too."
Not every aspekt of the maps have to be made perfectly for 'Mech combat. Especially not natural components, that just exists and don't care about our stompy warfare.
You're right, but unfortunately there are those who look at this from a purely game perspective - and will say things like that the geometry of a more "natural" layout is unbalanced, or that because a given structure or landscape item like a mountain is not perfectly mirrored somewhere on the side that the enemy started on as well, that the map is biased, unbalanced or "broken".
This then leads to uninspired maps where you see crafted terrain features that do not make sense, like small mountains in the middle of cities, central terrain features that seem designed (cause they were) to serve certain functions in a game, rather than real world uses where giant stompy robots are NOT fighting each other and rather people are trying to work, ship goods, eat and engage in commerce.
Asymetric maps based on real terrain, possibly with larger boundries as well is something this game needs, with water levels deeper than simply ankle or waist deep. One particular reason that has not been the case though, I suspect is the whole hiding when you are the last mech issue. Maps that had any significant amount of deeper water would have a proliferation of places for those hiding mechs to remain hidden, meaning at the end of a match that is already decided, there would be alot more complaints as the winner would have to send scouts... or even their assaults to slowly, ponderously go into underwater lakes, trenches and backwaters just to kill that hold out.
Another issue is combat. Combat wholly underwater I suspect would make issues with LRMS and SRMS, which I think may explode on contact with water. Further laser is disspated by water, even in the game engine - that is to say, I understand even as is if you are aiming at the legs of a mech that are under water, you will do little or no damage because of passing through water. Even ballistics might be effected by this. So how are you going to fight if you do find an enemy mech, underwater, shut down or even afk? You cannot flush him out. There is no melee. Your missiles, even Srm may explode when fired. Your ballistics and lasers might not even hit for any significant damage even if you think you are pressed right up against their hull. That has to be resolved somehow before you ever see deeper water maps.
#13
Posted 27 October 2015 - 04:51 AM
No I don't think so, but it's way too shallow. Why is there no deep water where we can hide our King Crabs and pretend to be ancient sea monsters? Outrageous, PGI pls fix.
(last mech alive shutting down underwater to grief would totally not happen, we promise.)
Edited by Sjorpha, 27 October 2015 - 04:53 AM.
#14
Posted 27 October 2015 - 04:57 AM
#15
Posted 27 October 2015 - 06:08 AM
Sjorpha, on 27 October 2015 - 04:51 AM, said:
No I don't think so, but it's way too shallow. Why is there no deep water where we can hide our King Crabs and pretend to be ancient sea monsters? Outrageous, PGI pls fix.
(last mech alive shutting down underwater to grief would totally not happen, we promise.)
I can see the twitch streams with people playing the Jaws theme
#16
Posted 27 October 2015 - 12:09 PM
That's all we activly use water for at the moment and that is sadly the truth.
When i saw the rewamped Forest Colony and River City maps i was eager to try those maps.
Then they were released and i was pleased but those wide open water areas were solid disapointments.
If they wanted variety in the terrain they could have had most of that water in the out of bounds part of the maps.
#17
Posted 27 October 2015 - 12:15 PM
He is big and wet.
#18
Posted 27 October 2015 - 12:25 PM
Relek Nom, on 27 October 2015 - 03:24 AM, said:
It's wide open space that no sane heavy or assault would go near. The only solution I could think of bar a full map redo to make it land would be to add ships to add some cover so all types can use the space
Too much Salt
In fact there is so much salt in this game that if PGI got rid of all the salt there wouldn't be anyone left to play the game. Though I'm not trying to sound salty but go ahead with the water thing you were talking about.
#19
Posted 27 October 2015 - 12:30 PM
I totally think there is to much wide open Air in this game...
Please Fix now!!!
#20
Posted 27 October 2015 - 02:46 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users