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Polar Highlands Is Great!


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#1 FlipOver

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Posted 19 January 2016 - 03:26 PM

What a great map.

People are still learning it and we can see already people complaining.

To be honest, I like it.

There is a lot of diversity on it, there is cover as well as open fields.

With the right mindset, it is a great map for teams to fight each other.

"Mindset you say?"
Well, yes! There is a lot to do on that map, a lot to travel and a lot to explore and while there isn't any trend on the "magic win grids" we actually have a need for scouts. If you have the mindset to do so, you will enjoy it.

Now, if you only like to pilot nascar matches or run forward to the highest point to secure a win, then you are going to be disappointed.

Anyway, I like it. Thanks for making a map that's different from all the others!

#2 Oderint dum Metuant

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Posted 19 January 2016 - 03:29 PM

One trick short range ponies will never like it.

#3 Dino Might

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Posted 19 January 2016 - 03:35 PM

This map is fantastic and here is why:

Deathball is NOT the best tactic to use. If you have a coordinated team that can scout and set up multiple overlapping lines of fire, then you can absolutely pummel the enemy. You can finally surround a deathball and kill it with coordinated fire, giving them too few targets to effectively engage while smashing them with overwhelming firepower.

No other map allows you to do this, currently.

The combination of multiple ridgelines and trenches, reasonable map size, and rolling hills makes for a very interesting engagement.

#4 Red Shrike

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Posted 19 January 2016 - 03:36 PM

View PostDino Might, on 19 January 2016 - 03:35 PM, said:

This map is fantastic and here is why:

Deathball is NOT the best tactic to use. If you have a coordinated team that can scout and set up multiple overlapping lines of fire, then you can absolutely pummel the enemy. You can finally surround a deathball and kill it with coordinated fire, giving them too few targets to effectively engage while smashing them with overwhelming firepower.

No other map allows you to do this, currently.

The combination of multiple ridgelines and trenches, reasonable map size, and rolling hills makes for a very interesting engagement.

This. And then some.

#5 Impyrium

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Posted 19 January 2016 - 03:56 PM

I think a lot of people just want their singular supametamech to be the most effective in every situation, and thus are angry they now no longer are the most effective. Posted Image

Also strategy. This map has the most room for it because zero lanes or predefined locations or paths. Some players don't like having to think. Posted Image

#6 Herr Vorragend

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Posted 19 January 2016 - 04:03 PM

The map offers a lot tactical specialties. So many possibilities, the size is alright.
Thank you, PGI

#7 pyrocomp

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Posted 19 January 2016 - 04:57 PM

View PostDV McKenna, on 19 January 2016 - 03:29 PM, said:

One trick short range ponies will never like it.

Try it, then complain. I just had 12-10 match. Yes, long range at the beginning and intense brawling just when their assault lance got to us using trenches. And in 10 matches... only twice it ended like Alpine long-to-mid range, all other ended in interesting close combat in trenches. So, again, it's much more friendly to brawlers than any other map currently in rotation. Just be patient and keep an eye for those pesky lights at your back.

#8 Champion of Khorne Lord of Blood

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Posted 19 January 2016 - 05:49 PM

Only issue I've seen is when your team is being bad and tries to just Nascar around and the enemy team is sitting in middle area with like 6 LRM boats you get your arms, legs, torso, everything ripped off in your slow assault mech.

I set up a mech specifically for this, a Highlander IIC, with some ERLLs, quad LRM15, and a UAC10. I've yet to manage to get on that map since I built it though. Posted Image

#9 TwentyOne

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Posted 19 January 2016 - 07:27 PM

View PostDV McKenna, on 19 January 2016 - 03:29 PM, said:

One trick short range ponies will never like it.

One trick long range sniper scum will never like it : HPG

#10 JaxRiot

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Posted 19 January 2016 - 07:28 PM

I like it. Easily one of my favorites now.

So now that we have Hoth, now we need Tatooine

Edited by JaxRiot, 19 January 2016 - 07:29 PM.


#11 Red Shrike

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Posted 20 January 2016 - 03:16 AM

And Endor. :D

#12 Greyhart

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Posted 20 January 2016 - 04:04 AM

View PostDV McKenna, on 19 January 2016 - 03:29 PM, said:

One trick short range ponies will never like it.



Nonsense my SRM + SPL timberwolf loved it. looking for a route into the refinery that the other team camped out in, whilst the longer range mechs kept their attention and them pinned. then popping out of the trench and wrecking mechs as they tried to hide from LRMs near building truly wonderful.

Edited by Greyhart, 20 January 2016 - 04:07 AM.


#13 Valdherre Tor

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Posted 20 January 2016 - 04:21 AM

I like the size of the map. I like how far out red team and blue team spawn from each other, there isn't any lets rush the slow assaults in charlie lance like we get on HPG and frozen city.

There really isn't any murder death ball going on because you and your team can spot it coming and kite the enemy from letting them get to close.

This map plays well with firing lines setup and hill humping.

I like how light mechs on this map actually have a scout role.

Lastly its nice and cold.

#14 Jetfire

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Posted 20 January 2016 - 05:52 AM

I like it a lot, I just wish I could get lights to actually scout.

#15 WANTED

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Posted 20 January 2016 - 05:56 AM

One of the better maps so far. It has tactical scouting as something necessary to locate the enemy and then hit them from the rear flanks. The whole map just plays nicely and I never cuss being stuck on objects or funneled into areas where only 1-2 mechs can fight since it's so narrow, etc. More maps like this please :)

#16 TexAce

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Posted 20 January 2016 - 05:57 AM

View PostDino Might, on 19 January 2016 - 03:35 PM, said:

This map is fantastic and here is why:

Deathball is NOT the best tactic to use. If you have a coordinated team that can scout and set up multiple overlapping lines of fire, then you can absolutely pummel the enemy. You can finally surround a deathball and kill it with coordinated fire, giving them too few targets to effectively engage while smashing them with overwhelming firepower.

No other map allows you to do this, currently.

The combination of multiple ridgelines and trenches, reasonable map size, and rolling hills makes for a very interesting engagement.


my name-cousin (my real name is Dino - nickname Dinomite in real life Posted Image) is aboslutely right.

Edited by TexAce, 20 January 2016 - 05:57 AM.


#17 William Pryde

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Posted 20 January 2016 - 07:35 AM

I agree 100%. Thanks for the new map, PGI, and thanks especially for not including any predesignated 'fight clubs'!

#18 XX Sulla XX

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Posted 20 January 2016 - 08:07 AM

More like its average.

#19 Almond Brown

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Posted 20 January 2016 - 11:12 AM

View PostJetfire, on 20 January 2016 - 05:52 AM, said:

I like it a lot, I just wish I could get lights to actually scout.


That is an easy fix. Just Pilot a Light Mech yourself. Problem solved... :)

#20 Brizna

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Posted 20 January 2016 - 12:23 PM

I don't agree, it is a hard counter to slow brawlers like Executioners, Atlas, Gargoyles and so on. They were in a bad spot due to meta not being after that fashion for a long time, but hell, in comparisson to Polar Highlands Alpine Peaks was a brawler friendly map, there you could find hard cover against lurms there is no such thing in PH. Sure there are crevices and canyons but without hard cover all it takes for an assault who is trying to get close is just a tiny mistake, be spoted for a second, you are done, no second chances.

It is a WRONG map.





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