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River City 101: How To Play This Map


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#21 1453 R

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Posted 03 January 2016 - 09:54 AM

View PostAlistair Winter, on 03 January 2016 - 09:33 AM, said:

It's definitely harder to be a sniper in MWO. In other games, you just need a single shot to end someone. And in many cases, people will wander unknowingly into your crosshairs. In MWO, snipers need to consistently outsmart and outdraw their targets. They need to be the first guys to hit and the first guys to disappear back into cover. Unless you're a mobile sniper, like a 2xCERPPC Nova, of course. But the traditional sniper role of suppressive fire from a bird's nest and instant headshots is, for better and for worse, not applicable to MWO.

I do think it's a little bit sad. It would be so awesome to jump on top of a building in an ECM Shadowcat and just one-shot unsuspecting targets with your gauss rifle from 900 meters. Just blow some Blackjack's cockpit clean off. Sadly, it doesn't work like that.


Only to have that Blackjack pilot come onto the forums and post a giant diatribe about how Gauss rifles, Shadowcats, ECM, jump jets, and Blackjack cockpit armor are all broken (in one direction or another) and need to be fixed by next patch or he QUITS MWO FOREVER.

Would be nice if Shadowcats were good, though...I've tried, and I've had some great games with them, but old favorite or not, they just don't hold up in MWO's Omnisystem.

#22 RockmachinE

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Posted 03 January 2016 - 09:55 AM

View PostHit the Deck, on 03 January 2016 - 09:48 AM, said:

BTW, I'm not really a "sniper" in my DW despite saying something related to sniping. More like a mobile turret.


I normally don't play slow Assaults well, but when I do its because I adopt this mentality, you are a mobile, slow moving turret who's main role is area denial and destroying anyone who happens to be there.

The hard part is how to make it happen. Its one of the hardest classes to play. You need to commit to your actions, there's very little room to fix mistakes, you need to be on point with your prioritization, decision making and situational awareness constantly because of it.

Edited by Louis Brofist, 03 January 2016 - 09:58 AM.


#23 Deathlike

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Posted 03 January 2016 - 03:58 PM

Short answer: No.

Long answer: Go Citadel. Circle left or circle right.

There is nowhere else to go!

;)

#24 JediPanther

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Posted 03 January 2016 - 05:32 PM

"Long answer: Go Citadel. Circle left or circle right."

When I first read about the redo I was hoping that part of the map would be deleted. Nope. Same thing and same way to keep playing the map. I expect the new snow map to be a copy of alpine with spawn points being inverted. Once you wait for the snipers and lrm to end at the start of a match its nascar like normal. Only conquest forces teams to try and move elsewhere. Maybe if you could ever get teams from walking down the G line and getting wasted by which ever team was lucky with the drop lotto and got to the citadel side first.

#25 Deathlike

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Posted 03 January 2016 - 06:40 PM

View PostJediPanther, on 03 January 2016 - 05:32 PM, said:

"Long answer: Go Citadel. Circle left or circle right."

When I first read about the redo I was hoping that part of the map would be deleted. Nope. Same thing and same way to keep playing the map. I expect the new snow map to be a copy of alpine with spawn points being inverted. Once you wait for the snipers and lrm to end at the start of a match its nascar like normal. Only conquest forces teams to try and move elsewhere. Maybe if you could ever get teams from walking down the G line and getting wasted by which ever team was lucky with the drop lotto and got to the citadel side first.


Believe it or not, most of the revamped maps are played more or less the same way as before.

Part of the problem is that when trying to regroup, the most logical position is usually the distance traveled to where they can regroup optimally.. which tends to be @ locations that were more or less familiar with the older/previous version.

It is less likely to be expected or work in comp play (because some need to control a certain area and function based on that, due to builds), but for basic PUGing premise (including group play to an extent) - it becomes invariably predictable and the most common route taken.


There's this saying that "familiarity breeds contempt"... well, this is the case.





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