So, been playing this alot since it dropped. I like it. I like it alot. No worries about size, the game needed a realistic map or two, rather than what essentially seem to be "intelligently designed" arenas and bowls with an afterthought to some structures or things that you might supposedly fighting for if as if it were deliberately the target of a military operation. The realistic environs of a battlefield should be vast and varied, with all the tactical options that offers and denies. "Cover" for 10 - 20 meter tall mechs should be a rare thing, on the geographic scale that these sorts of battles happen. While a real mountain is great cover for your whole lance and even dropships to come in under radar, in places like River City, Crimson Straights, the roughness of the terrain is unusual, given most cities end up flattening, grading and levelling all the areas around, in order to make them more traversable for wheeled vehicles, pedestrians as well as things such as protomechs/loaders/construction mechs.
Polar has a pretty realisitic sort of ice field terrain which has been well modelled to offer realisitic cover, something other maps have done much more artificially and also which results in deliberate, designed in hard counters to missile usage. This has not been "good map design", rather it has been designers coddling players in an unrealistic but necessary way. All maps to date have had to err on the side of much missile cover, much opportunity to break locks and blatantly obvious ways one can advance in lanes toward the enemy or objectives. Claiming that a good map has these things designed into them comes from a gamers perspective and a designers perspective when you are designing a map for the lowest common denominator, the worst players and the least able to take initiative. If you keep designing that way, you never will have growth in your worst players, because even if they do by trial and error learn to play effectively on each and every map you create, it's only by doing the specific lockstep manuvers that work in each instance, without learning the reason and rationale for them. They never grow and this then is also revealed when you get a map like Polar and you see the behaviour and grief from a significant portion of the player base who have not previously been challenged. They fixate on one or two things that are killing them and blame them, to the exception of anything else and demand things go back to the way they were, the way they know.
I believe we've some growing to do, even those guys who consider themselves "old hands" at the game and I welcome Polar and more maps like it. We are trying to play a game that emulates a sort of far future sci-fi warfare in giant stompy robots, so realism isn't exactly the most stringent of requirements, but when you end up dropping on the same map again and again, and it has the exact same features again and again and you learn through repetition, just where to stand, what angle to snipe at, what timing to push at... what you are doing is not combat, it's memorization. It's not really possible to mix it up to show the infinite variety of environments and battlefields we could possibly have conflicts in, but large maps without overly central and pivotal features at least manage to break this monotony up, allowing varieties in the areas of each maps that you might engage in - also making it more difficult to perfectly learn each nook and cranny, or know exactly which building will or will not have an "invisible wall" that you can see through, but not be shot through, while sniping around it with one arm.
More Polar is what I say. And I don't use LRMS. But hey, tomorrow I might.
P.S.: I agree with Kjudoon, about Conquest here. Best since Alpine, before they moved the spawn points. Winning on that map back in the day forced one to split teams and was contrary to what so many wanted to do at the time, bring the biggest baddest assault around with practically no movement. Instead what won out was a closer placement of resource collector points which one could deathball and mop up one by one.
Much harder to do on Polar. While one can do a clockwise or counter clockwise sweep of points, it's a slower process and capping can be much more dependent on first flipping points with lights and then "confirming" them when slower moving forces arrive, either to kill those who try to counter cap, or because they are on the way to the next location. Those who try to cut the circle or the tail traverse into no mans land often in the center, even when enmasse they are not as effective because the dunes in the central ice rise make lines of sight unreliable and force them to repeatedly skyline themselves, allowing avoidance and flanking when necessary.
Edited by Mad Porthos, 21 January 2016 - 04:58 PM.