Jump to content

How's The New Map!? (Bored At Work)


54 replies to this topic

#41 VirtualSmitty

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 528 posts
  • LocationHilton Head, Holy Terra

Posted 19 January 2016 - 03:03 PM

It's lurm hell and no fun when you get stuck in a conquest match in a slow moving mech.

#42 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 19 January 2016 - 03:04 PM

View Postmogs01gt, on 19 January 2016 - 03:03 PM, said:

Its probably the worst map in the game.

It supports the meta even more and everyone just stands in a line and fires at each.

Dude, you were seriously annoying that match 3 minutes ago. You would NOT. STOP. WHINING.

#43 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,700 posts

Posted 19 January 2016 - 03:09 PM

I just wandered around it earlier before my last work route.

Properly sized map for the first time in MWo history. New Forest was close, but this actually feels large.
No B.S. Mountains/Terrain that would effectively render 75% of the map a no-go zone.
1 Plane/and wide open terrain - will actually encourage people to not play in low spec mode so their render distances extend beyond their sensors for a change.
Looks like its set up for some sort of asymmetric game mode - so +10 if that ever happens.
Would be very easy to use in future CW because it's actually a CW map in disguise. (well, there's my hope)
Lights/mediums are going to kick this maps arse I think. Lower profile and speed to hit those small channels and minimal cover.

AMS might be useful to equip again, dual AMS might actually have a purpose - but I bet we'll see way more people that simply switch to ECM carrying mechs instead of actually making balanced mechs.

Also 3-6 AC2s might have a really good time here.

Edited by sycocys, 19 January 2016 - 03:10 PM.


#44 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,700 posts

Posted 19 January 2016 - 03:13 PM

View Postmogs01gt, on 19 January 2016 - 03:03 PM, said:

Its probably the worst map in the game.

It supports the meta even more and everyone just stands in a line and fires at each.

People playing like idiots doesn't equate to a bad map. The place is huge move around.

#45 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 19 January 2016 - 03:36 PM

Quote

I think most people have forgotten that shutting down counters narcing.


shutting down is also one of the best ways to get killed. since you basically stun yourself from being able to move for several seconds.

#46 Chuck Jager

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,031 posts

Posted 19 January 2016 - 06:01 PM

It is not fun, and very predictable. It does cater to the worst play style and builds for the rest of the maps. It feels like the worst players/builds seem to be saving their votes and trolling it.

After 5min, I am just setting my mech to over ride and charging so I get the next game and am "actively in combat" when I die. I have ZERO reason to be an enabler for sitting in the back and letting others do the heavy lifting.

#47 Galen Shannow

    Member

  • PipPipPip
  • The Bludgeon
  • 88 posts

Posted 19 January 2016 - 06:05 PM

Not good. Lurm hell. Bleh.

#48 KHETTI

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,329 posts
  • LocationIn transit to 1 of 4 possible planets

Posted 19 January 2016 - 06:10 PM

Step 1 Create sync drop
Step 2 Load up on LRM builds
Step 3 spam vote new map
Step 4 Roll other team
Step 5 Sh!t talk the other team.

#49 Duvanor

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 477 posts

Posted 19 January 2016 - 06:41 PM

LURMs are a problem when you can ER PPC the LURM mechs from 1200+ meters? I do not think so.

I like the map. It is different and reminds me of some MW4 maps. And I hope we will see less boats and more mechs with mixed weapons. Last but not least, the lack of distinguishin features favores no single position like so many other maps and there are no choke points. It is nice to play on a map where not everything is predetermined.

Edited by Duvanor, 19 January 2016 - 06:43 PM.


#50 Grayson Pryde

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 334 posts
  • LocationGermany Erfurt

Posted 19 January 2016 - 06:46 PM

LURMs dont need a line of sight. PPCs still need it.

#51 Flutterguy

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 472 posts

Posted 19 January 2016 - 06:57 PM

Best map for sneaky lights. I actually feel like scouting is useful and it's fun.

#52 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 19 January 2016 - 07:34 PM

View PostKHETTI, on 19 January 2016 - 06:10 PM, said:

Step 1 Create sync drop
Step 2 Load up on LRM builds
Step 3 spam vote new map
Step 4 Roll other team
Step 5 Sh!t talk the other team.


1. Sync drops are not reliable.
2. Too many LRMs on a team is a detriment.
3. EVERYONE is voting for the new map, they want to see it.
4. Yeah, right, because the obvious flaws of steps 1 through 3 will somehow enable this?
5. Win or lose, people do this.

#53 Duvanor

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 477 posts

Posted 19 January 2016 - 07:41 PM

View PostGrayson Pryde, on 19 January 2016 - 06:46 PM, said:

LURMs dont need a line of sight. PPCs still need it.


Yeah, but my ER PPC hits them and their LURMs explode 200 meters early if I do it right.

#54 Exard3k

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,010 posts
  • LocationEast Frisia in Germany

Posted 19 January 2016 - 08:44 PM

I played with my Cicada about 6 matches and I had much fun scouting and flanking on this map. Damn, I even fitted a BAP to get some extra range. Lots of opportunities for Hit&Run, the next cover/trench is always right by your side and you can even escape quickly through the trenches when that Mad Cat +Warhawk wants to chase you :)

Done 730 dmg in one match with cicada 3M (ECM) as well as 14 spotting assists.

You can basically be flanked from any side in every position (except for these small building complexes) what makes the map very interesting. You don't benefit as much from deathball as you would in other maps.

AMS gets more and more important...I'm gonna fit them more often now (1 heat sink less in mech, so acceptable).

#55 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 19 January 2016 - 08:49 PM

People are going to have to learn to be more aggressive and close the distance more. I played a match that went to time because both teams were trading from 1000+ meters and barely scratching each other paint. I played another one where we had a couple of brawler assaults that just hid behind a hill until the final minute of the match.

It's really not that hard to stay mostly in cover and close the distance.

Edited by Jman5, 19 January 2016 - 08:51 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users