Moebius Pi, on 13 January 2016 - 09:21 PM, said:
The amount of rejiggering it would take to get it into a state that still allows for it to be a good long range map while actually being fair to players who didn't make a sniping/LRM build (setting derp mountain more as a strong of plateau's or a dividing glacial wall with some massive retooling that can be climbed) wouldn't actually resemble Alpine anymore beyond the textures used.
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I'm all for having more maps (including cool ones), but Alpine has always stunk of EZ mode "HAHA *******, I won the ERLL PPC LRM lottery and you didn't, suuuuuuck it". I can snipe in tighter ranges, on Viridian Bog ffs, HPG, Mining collective (with a good jump capable mech at least), even Terra Therma with some good jumping to the rim. I can do that in Tourmaline as well with various outcrops/high points. Hell... Caustic even lets you with some of the outlying outcrops for that matter.
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I kinda cherry picked your post, as I didn't want to have such a long post repeated.
However, I do what to mention that yesterday I did a lot of good solid brawling on Alpine, with no long range snipping involved. I was in my Wolverine (L) set up with twin SRM6s, a MPL and an UAC5, and I got right into SRM range with my first contact.
Alpine has so many playing options, often times not used by players because they either don't see it, don't think of it, or they don't consider it viable. Everyone has it in their head to just go to that mountain. If your team is smart, they can easily control where the fighting happens knowing this information. Even then, I still saw it about a 50/50 on if the team that took the mountain would actually win from my experience (in PUG land at least).
If you are in a brawling mech and wish to brawl, one way is to avoid the mountain, and walk behind the mountain. Go through the base and get behind or beside your opponent. I was able to remain hidden on my approach (though I did spawn by that dish up top) and half my team also went with me. Unfortunately, the other half decided not to push up the back side of the hill, and decided to remain on the slop side of the mountain (by the dish). This let the enemy be able to turn around and deal with one group at a time. If we were more coordinated... (But, PUGs are PUGs, including myself.)
Of course, in Stock Mech Monday, we've had a lot of interesting tactics on Alpine. I or H10 are actually a more fortified position for a team, as they can snip anyone who goes up the mountain, and you can place brawlers on the J10(?) slop up to protect your flank and rear. Lots of cover, and places to have your LRMs hide in. We've also fought down in the hills, avoiding the mountain all together, and that was a lot of fun as well. We've battled inside the base too.
I think Alpine is not a bad map. It has a lot of potential wasted on players who don't want to use it. One of the problems is spawn points though. One thing that could liven the map up would be a set of "semi-randomly" determined spawn points. Saw, you have three sets of spawns that the game randomizes between for every match of Alpine. You could have one set be all in the hills. Another be on the sides of the mountain (so you fight across it instead of up/down the mountain). The last one could be positioned near the two big hills (the mountain and the H10 area), forcing a bit of a fight across the ravine and/or a daring leap off the mountain and up the respective slops to brawl (last spawn idea probably not a good one...).
Another thing that would help Alpine would be to make more slops climbable, especially by Assaults. So a few slops would need to be smoothed out a bit, which would alter the map some.
One more thing that could help all maps out would be to have the Assault lance drop in a more centralized position. When that lance drops on a flank, it's really hard for them to do much (besides hope the team forms on them, or they die alone in their corner). A centralized position would help assaults be able to form on a side if needed, and the faster elements would drop on the sides, so they could all get to the assaults if desired. Alpine would do well with this, as well as most of the maps. (Mining collective comes to mind, as well as Tourmaline and a couple others.)
TTDeadsayer, on 14 January 2016 - 06:23 AM, said:
Interesting. I had no idea it was quite that complex. I think they should reintroduce an option for single class matches. It would be fun to fight lights on lights or whatever.
Wasn't an "option", it just sometimes happened (though extremely rarely). I never had one of those matches, but I was told about an all Atlas vs Atlas match at one time... and was informed "It took so long to kill anyone! It was so much fun!"