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Polar Highlands - Too Big - Move Spawns


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#21 Tesunie

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Posted 19 January 2016 - 06:41 PM

View PostTjaresh, on 19 January 2016 - 02:54 PM, said:

Fighting means, first you get hit by any number of LRMs, then some more, and finally you get torn away by ER-Large Lasers and Gauss. All of that happens while you're still about 800m away.


No offense, but if you are getting hit by LRMs outside of 600m, then you apparently don't know how to combat them. You should be able to break the lock via breaking line of sight at 800-900m. Then, your movements should easily dodge the LRMs that don't have a lock. I can see ERLLs and Gauss hitting you more reliably and more often at those ranges. (Presuming from your description that this was first engagement and no enemy mech was in contact with you to hold that lock for LRMs.)


I for one like a map more LRM and sniper friendly for a change. Don't like it? Make a build that's more flexible. Maybe find a way to place a single ERLL on your brawling mech, so you can at least defend yourself while you approach. Or maybe squeeze in a single LRM10 launcher, so you can support a bit till you move into position.

There are always options available, choices one makes before even entering into a match.

#22 ShinVector

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Posted 20 January 2016 - 01:18 AM

Wondering how many people thinking that this map is 'too big' realise it is around the same size as Alpine.

#23 Red Shrike

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Posted 20 January 2016 - 01:40 AM

The map is big enough, maybe the next map can be a little bit larger. Posted Image
And as a few people before me have said, it really feels like an MW4:Mercs map, and I love it! They should make more MW4-ish maps.

Eaton, anyone?

#24 Archie4Strings

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Posted 20 January 2016 - 02:12 AM

I like this map and a map like this is absolutely necessary to MWO!!

To all the whiners posting here before me, saying it is bad because you get killed by Er Large Lasers and Gauss:
This is the only map where this can happen regularly (also it might happen on tourmaline and boreal vault). It is the only longrange-friendly public map! Did you ever put yourself in the situation in which you might be running a sniper loadout and you get forced to drop in mining collective/canyon network/frozen city/viridian bog?? So think about it!

To they others complaining it is to big:
If you wanna have a fast instant shooter, go and play CS:GO. There are so many small maps like Frozen City (night AND day), canyon network, viridian bog, hpg... where you can shot and die almost instantly after drop!
For Premades this map is a blessing. The size allows tactical movement. MWO is about maneouvering, you need space for that! To all the nascar-pugs: i dont care, go and learn tactics and to communicate!

For the ones complaining about there is no lrm cover:
Yes, it is really short on cover, but that is fine. It actually forces randoms to play as a team (communication).
Also, i love the low hills, the look of the scenery, watching up to 12 hostile mechs running down a hill towards you and trading fire on 800 meters. That is exactly the kind of flair i wanted to have!
Straight and heavy long distance fights! First map on which it is possible! Just awesome!
And finally a reason to put ER PPCs back in!

All in all it is a great map and the best possible addition to the existing map-rotation!
Therefore:
10/10 points to PGI for this jewel!

#25 Maximus Wolf

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Posted 20 January 2016 - 03:01 AM

First time I played it my only thought was "Oh frack, there's nothing for me here" and my dire whale died under LRM rain. Couple matches later I learned map better and started to like it. Finally I came to a point where it has become one of my favourites with Crimson and HPG. This map is VERY tactical.

#26 Greyhart

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Posted 20 January 2016 - 03:35 AM

View PostNick Tsunami, on 19 January 2016 - 05:18 PM, said:

I disagree with the comments about the map letting no options but snipe and lrms. I've seen people (and did) use the crevices to actually close range and flank fairly efficiently, even launch surprise flanks. Of course you can spot them easily if you stand on top of the small hills but there you are sniper/lrms meat... Lights can actually go around and spot/tag better than the slower 'mechs which bring some semblance of role warfare

However, it DOES suck to be Narc'd within lrm range on this map... Posted Image

It's a nice change of pace from the other maps.

Like the size too.



Been on the receiving end of a NARC yes they hurt. BUT at last a map where NARCing something will be worth the tonnage and loss of fire power.

I played a SRM + SPL timberwolf on this map very well. had to look at the map and find the cover and then flank the enemy with other short range mechs whilst the long range mechs kept the enemy pinned and looking the otherway.

Fingers crossed no one comes up with a single strategy for this map. Look at the size of alpine, caustic and forest colony most of those maps are not used and all the fighting ends up in about 4 squares.

#27 Zuesacoatl

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Posted 20 January 2016 - 04:49 AM

I have got some horrible footage of me using the crevices to move around and take out a hellbringer and a stalker from the rear, it was not my best piloting, and you can hear me chatting in the BG with my wife lol, but if you feel like looking me up on plays.tv,(Zeusacaotl) you will find it there. Towards the end of the clip is where you will find my move.

#28 SteelBruiser

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Posted 20 January 2016 - 02:02 PM

This is a true teamwork map! I had no problems running my 100T KGC through this map. She settled right into those ravines and crevasses. Despite missiles and erls I managed to get several kills and assists and more wins than losses. It took time and practice to know where cover is and most of all...it took team work. Everyone on the team has to be ready to perform their roles for success. Let the lights do their job. Lights feedback what you've found to help direct the rest of the force. This is not a map where you will win with straight toe to toe fighting. If you try it, someone will be gleefully peeling off your tin backside! If your not successful with your current load out, that means you have found a flaw...fix it or learn to work around it for better overall game/team performance...or just keep whining when the game play doesn't go your way. It's your choice.

#29 Thegreywolf

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Posted 20 January 2016 - 07:40 PM

ive played the map a few times now its like a huge football field with no end zones with 12 on 12 free for all, and each time there is a natural progression for everyone to nascar and jocky for position.
as one team advances the other flanks and before you know it everyone is moving in one giant circle trying to get position until the slower mechs get caught. do i like it or hate it not really so far its been a challenge to find a tactical advantage that will work on this map. working together is key and learning to listen to form a plan and execute the plan. Even if its between 3 or 4 mechs is better than no plan at all here.

#30 p4r4g0n

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Posted 20 January 2016 - 08:01 PM

Pending more testing, my current opinion is that light mechs have a significant impact on how well a team does on this map.

Lights need to scout, spot and when necessary act as bait or fall back to the main group to fight off enemy lights or just lend a bit of firepower to a flank while rest of team curls around the enemy, etc.

As the fastest mechs on the field, they need to use that speed to best effect.

#31 Solis Obscuri

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Posted 20 January 2016 - 08:22 PM

Map size is fine. It's one of the few ones yet where a fight could break out anywhere, and scouting actually matters.

#32 Anonynonymous

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Posted 20 January 2016 - 09:56 PM

Give it time, people will eventually figure out the tactics that work best on this map. And that's when things get more interesting. Pretty much the same complains were heard on every new map releases. But things always work out eventually.

And yeah, this map actually made MWO feel like the classic MechWarrior games. Which's a huge step forward. We need more map at this scale. Maybe not all big open maps, let's have huge city blocks, huge forest, and vast desert to this scale as well.

#33 Kurbeks

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Posted 21 January 2016 - 12:56 AM

Yes as with current rules map is far far too big. Alpine is alredy too big and this is even bigger. Took 6 mins just to see enemy first time we played it.

Why even bother with it? You play PUG t get resources, so why waste 15 mins of that with this map.

#34 Tesunie

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Posted 21 January 2016 - 06:53 AM

View PostKurbeks, on 21 January 2016 - 12:56 AM, said:

Yes as with current rules map is far far too big. Alpine is alredy too big and this is even bigger. Took 6 mins just to see enemy first time we played it.

Why even bother with it? You play PUG t get resources, so why waste 15 mins of that with this map.


Because, positioning is suppose to be important, and many of us would rather have a few moments to actually have to find the enemy, than to blindly follow the "map meta", go to the same spot, and fight the same way.

Not to mention, when I ran the map for the first time in the testing grounds (have not had the pleasure of live play) I was able to spot mechs at crazy distances. Just be aware, if you can see them, they can probably see you on this map. (Also, going by typical behavior I see, just look into the sky. Often times, people shoot for no reason into the air, giving away their position.)

Honestly, it sounds like this is a great map. From what I saw in the testing grounds, it really looked interesting. From what I've been hearing from feedback from my unit, it is an interesting map to play. Maybe I'll get to drop on it soon, but for now I've been on a Robocraft kick. (Too many great games out there!)

#35 iLLcapitan

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Posted 21 January 2016 - 08:08 AM

Finally we get maps with proper sizes and layout, to fit a battletech game with giant warmachines, to give scouts a purpose and stuff.

But nono, so many people just want another arena... But me feet! Gotta walk soooo long to find enemies to shoot me lazors! LRMs everywhere!! It's just flat garbage!!! Lolz you people, expecially at those who didn't even played it so far but take their time to comment it on the forums... It hurts me brainz

#36 Michal R

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Posted 21 January 2016 - 08:13 AM

This map is great!
We need more maps like this.
On this map you must think how to fight, and this is it :)
LRM on this map? No problem, so many trenches.
And you have so many place to fight, always in different place.

Stop complain, lern to play and think.

#37 Kjudoon

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Posted 21 January 2016 - 08:21 AM

View PostDV McKenna, on 19 January 2016 - 01:23 PM, said:

Moving the spawns closer together to give instant action would ruin the feel of the map imo, the size allows you to move out and not see so much nascar'ing as you do on the moba style maps we have.

The only time you see anything remotely like nascar on this map currently is in conquest.

But I already have a cure for that, so keep it up. Easy victories.

View PostTesunie, on 21 January 2016 - 06:53 AM, said:


Because, positioning is suppose to be important, and many of us would rather have a few moments to actually have to find the enemy, than to blindly follow the "map meta", go to the same spot, and fight the same way.

Not to mention, when I ran the map for the first time in the testing grounds (have not had the pleasure of live play) I was able to spot mechs at crazy distances. Just be aware, if you can see them, they can probably see you on this map. (Also, going by typical behavior I see, just look into the sky. Often times, people shoot for no reason into the air, giving away their position.)

Honestly, it sounds like this is a great map. From what I saw in the testing grounds, it really looked interesting. From what I've been hearing from feedback from my unit, it is an interesting map to play. Maybe I'll get to drop on it soon, but for now I've been on a Robocraft kick. (Too many great games out there!)

Posted Image
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#38 Kusunoki Masashige

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Posted 21 January 2016 - 01:08 PM

worst map ever, great for LRM trolls

#39 Anonynonymous

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Posted 21 January 2016 - 01:46 PM

View PostKusunoki Masashige, on 21 January 2016 - 01:08 PM, said:

worst map ever, great for LRM trolls


Learn to utilize the uneven terrain to break line of sight, learn to look for enemy scout. Problem all solved.

#40 The Duke of Dirty

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Posted 21 January 2016 - 03:08 PM

I agree with OP. The spawns can be moved closer and the map will still be big but there will be less than 5 mintues before a battle starts.





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