

Polar Highlands: Conquest - My Favorite Map/mode
#1
Posted 24 January 2016 - 03:20 PM
But, here's the thing. This is the first map/mode combination in this game where planning and executing the plan, with necessary adeptation, is critical to victory.
It's extremely difficult to force a kill win here - unless the OpFor allows it - because despite complaints Polar Highlands has more cover and hidey holes in total than almost any other map. This, both because it's huge and because the valleys and gullies are everywhere.
So, this is the first map/mode combination in MWO where the mission must take precedence to outright combat. You must get a cap lead, and maintain it, while fighting. You can't just focus on killing.
I fully understand why a lot of people won't like it. It's a very different battle than anything else we have here. And, particularly at lower tiers where you're going to have much more random play, it's a lot easier to lose just because people aren't keeping their eye on the ball, and getting carried away chasing someone they can't catch.
But me? I love it. I love finally having a map/mode where it's not just Skirmish with a few extra cbills (other conquest maps) or Skirmish with occassional early match ends with a few less cbills (assault).
I love having to think differently in a match, to not just use the same rote strategies that we've been using forever.
It's a lot more reliably fun in the group queue, but so long as people use comms and think, it's manageable in the solo queue as well.
#2
Posted 24 January 2016 - 03:27 PM
#3
Posted 24 January 2016 - 03:27 PM
Wintersdark, on 24 January 2016 - 03:20 PM, said:
But, here's the thing. This is the first map/mode combination in this game where planning and executing the plan, with necessary adeptation, is critical to victory.
It's extremely difficult to force a kill win here - unless the OpFor allows it - because despite complaints Polar Highlands has more cover and hidey holes in total than almost any other map. This, both because it's huge and because the valleys and gullies are everywhere.
So, this is the first map/mode combination in MWO where the mission must take precedence to outright combat. You must get a cap lead, and maintain it, while fighting. You can't just focus on killing.
I fully understand why a lot of people won't like it. It's a very different battle than anything else we have here. And, particularly at lower tiers where you're going to have much more random play, it's a lot easier to lose just because people aren't keeping their eye on the ball, and getting carried away chasing someone they can't catch.
But me? I love it. I love finally having a map/mode where it's not just Skirmish with a few extra cbills (other conquest maps) or Skirmish with occassional early match ends with a few less cbills (assault).
I love having to think differently in a match, to not just use the same rote strategies that we've been using forever.
It's a lot more reliably fun in the group queue, but so long as people use comms and think, it's manageable in the solo queue as well.
"having to think differently in a match, to not just use the same rote strategies that we've been using forever."
I think that's been the issue with said map.
Never been a fan of conquest in general though i do like it when i'm in lights.
#4
Posted 24 January 2016 - 03:49 PM
Wintersdark, on 24 January 2016 - 03:20 PM, said:
But, here's the thing. This is the first map/mode combination in this game where planning and executing the plan, with necessary adeptation, is critical to victory.
It's extremely difficult to force a kill win here - unless the OpFor allows it - because despite complaints Polar Highlands has more cover and hidey holes in total than almost any other map. This, both because it's huge and because the valleys and gullies are everywhere.
So, this is the first map/mode combination in MWO where the mission must take precedence to outright combat. You must get a cap lead, and maintain it, while fighting. You can't just focus on killing.
I fully understand why a lot of people won't like it. It's a very different battle than anything else we have here. And, particularly at lower tiers where you're going to have much more random play, it's a lot easier to lose just because people aren't keeping their eye on the ball, and getting carried away chasing someone they can't catch.
But me? I love it. I love finally having a map/mode where it's not just Skirmish with a few extra cbills (other conquest maps) or Skirmish with occassional early match ends with a few less cbills (assault).
I love having to think differently in a match, to not just use the same rote strategies that we've been using forever.
It's a lot more reliably fun in the group queue, but so long as people use comms and think, it's manageable in the solo queue as well.
You and me both Brother Bear!
#5
Posted 24 January 2016 - 03:53 PM
Lupis Volk, on 24 January 2016 - 03:27 PM, said:
I think that's been the issue with said map.
Never been a fan of conquest in general though i do like it when i'm in lights.
Yeah, conquest is my favorite mode, not so much for capping, but because those spread caps do force another factor that breaks up pure deathball death match. Some of my best "skirmish" matches come on conquest, because it forces people to not death mob.
But I do wish there was a way set up to maybe change drop weights or exclude Assaults... since no commander in their right mind would assign Atlases and DireWolfs to a mobile raiding mission. Wish it could decide Mode first, and then have MM populate it with Lights thru Heavies only somehow.
Conversely, as a PUG, I hate Assault with a passion... because no one defends the cap, and nothing is lamer than losing to some stupid light that decides to cap you before any mech on either side has died. I do like the other consideration, and that a Light can cause a team to split forces.... but hate it's current, too fast, too easy implementation.
#6
Posted 24 January 2016 - 03:58 PM
I love it. We played smarter and we won. We out maneuvered the other team, pinned them into a fight while we stole the match. Got damage and kills and the win.
#7
Posted 24 January 2016 - 04:25 PM
Chados, on 24 January 2016 - 03:27 PM, said:
You totally can, it's just a matter of learning the map, learning how to get close. I've had more brawling matches on that map than long range matches in fact.
#8
Posted 24 January 2016 - 04:30 PM
MischiefSC, on 24 January 2016 - 03:58 PM, said:
I love it. We played smarter and we won. We out maneuvered the other team, pinned them into a fight while we stole the match. Got damage and kills and the win.
Every Conquest match I've played on Polar Highlands has won via caps or, in one case, won by kills in the last couple seconds as the last couple players on the OpFor made a last ditch attempt to take a cap back.
It's seriously the ONLY Conquest map where you must play Conquest. Not just run and cap randomly, but play smart. I leads to much more tactical matches (if you're actually trying to win, anyways, rather than just blindly running towards red doritos like some halfwit.
#9
Posted 24 January 2016 - 04:55 PM
Bishop Steiner, on 24 January 2016 - 03:53 PM, said:
That isn't a problem on conquest as the 5 points basically ensure it won't happen. It's theoretically possible to have a non combat conquest win, but I've never seen it happen and doubt I will. Regardless, you can't capwin fast on conquest. Taking and holding 5 points AND not fighting requires the opposing team basically all being afk.
#10
Posted 24 January 2016 - 04:56 PM
Conquest on Polar is my favorite quickplay choice now. If there's no CW options it's a good second choice.
#11
Posted 24 January 2016 - 05:01 PM
What is up will all the "hide and peek" crap again this week?
I mean we always had it, but it had gotten a little better for a while... since tuesday.... I think I've had 3 matches that weren't stomps...and always because one side or the other just camped and took it.
I had to stop playing because I was getting so pissed off. (And when trying to grind up a new chassis, it's real hard to carry harder to at least make it respectable looking..... but right now, I'm so ticked I can't even enjoy running my HBK or other carry mechs....on any map.
Also....can't get polar today for anything. 30 matches and no polar. SMH.
But lots of real bad gameplay.
#12
Posted 24 January 2016 - 05:20 PM
My results today were pretty normal in terms of WLR but I've had a disproportionate number of stomps myself too, and almost always because of that or something equally derpy.
One match on Mining Colony, we moved up the right side and in towards where theta would be. They rannup the opposite side... Then NASCAR'd right past and around while we sat up top and butchered them, with occasional groups dropping down behind them.
They just kept running in a circle, with the last two coming in the same entrance we'd come in... And facing half a team of fresh mechs in a firing line.
12-0, highest damage on their team 121, everyone else was <100.
Totally bizarre. We didn't play particularly well (though not badly either) but they seemed way more interested in racing around that central raised area than shooting at anyone.
I have no idea what their plan was, but it sure didn't work out well.
#13
Posted 24 January 2016 - 06:33 PM
Loved it!
I really don't see what all the fuss is about. There's plenty of cover on the map from LRMs and such. Learn to use it. It's one of the best maps I've played lately. The visuals are terrific too!
PGI produced a good one here. Hoping to see the same worksmanship in the future. Maybe a lava caverns map next?
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