Polar Highlands = Lrmageddon 3, Need Cover
#21
Posted 20 January 2016 - 11:32 AM
There is NO set place to go and fight. Nascar will just not work. Team work and calling targets does.
LURM lock can be broken just by ducking down in the small channels. If you try to just rambo right at the enemy team then yes you will get wasted. Try a new tactic called FLANKING.
#22
Posted 20 January 2016 - 11:52 AM
#23
Posted 20 January 2016 - 02:33 PM
Radar Deprivation is one of the most expensive modules (both in terms of pilot XP and C-bills, if memory serves correctly) offered. New players will not be buying that module for a long, long time.
If the map truly becomes so heavily-hinged on utilizing this module, I have to say I think it actually hurts the game overall (in terms of attracting and keeping new players).
#24
Posted 20 January 2016 - 09:07 PM
Twilight Sentry, on 20 January 2016 - 11:52 AM, said:
Problems:
Newbies don't have radar deprivation.
AMS is easily overcome, yes even in twin AMS mechs.
PGI doesn't use indirect LRM fire rules.
I'm all for weapons having roles, but for weapons to have roles they need bonuses and drawbacks. Right now, on this map, LRM's have the effect of all bonus no drawback. This isn't unusual, PGI has preferred to play the NERF game rather than use roles. Not completely their fault, players scream NERF THEM, rather than look at the problem logically. Developers find nerfing easier as well.
The solution, however, is relatively simple. PGI should use indirect fire rules: Indirect fired (not LOS, TAG, NARC) LRM's are treated as scatter artillery over a large (7 hex) area. That's 1 point per missile, and even with an 80 LRM boat, it won't amount to much. Toss in a couple AMS units and it might be no damage. Now if a target is LOS, TAG, or NARC'd then it's not indirect fire.
Direct LOS fire causes the most damage, as it has the fastest (and flattest) trajectory, faster than currently coded IMHO. There's less time for AMS to intercept in direct fire.
TAG or NARC? Still very good damage, but a bit less damage than direct fire as the arc over flight path allows AMS more time for intercept.
Now if PGI wants to put in Arrow IV and / or SWARM / Thunder munitions that's something else altogether.
#25
Posted 20 January 2016 - 09:13 PM
Reskin it with rock. And stars. Asteroid map
Boom. Two more maps of pure awesomeness.
It a a hell of a lot better than..... Everyone walk to the Dropship on frozen city, or fight at the bottom, and complain about lrms because you can't figure out how lrms work.
#26
Posted 20 January 2016 - 09:46 PM
Hexenhammer, on 20 January 2016 - 09:13 PM, said:
Reskin it with rock. And stars. Asteroid map
Boom. Two more maps of pure awesomeness.
It a a hell of a lot better than..... Everyone walk to the Dropship on frozen city, or fight at the bottom, and complain about lrms because you can't figure out how lrms work.
Agreed, this pretty much the first map that actually reminds me of the classic MechWarrior maps. All the other maps just feel way too small and claustrophobic. We need more big maps. Like, instead of a tiny section of docks and the waterfront we get in River City, how about give us an entire downtown to play in? Vast deserted city half buried in desert? Tiny maps are pretty much one of the most glaring issue that's keeping MWO from capturing the classical MechWarrior atmosphere right now.
#27
Posted 21 January 2016 - 12:14 AM
Round about my third match on the map, something magical happened. I actually heard an Atlas pilot offering some advice from his experiences with the map, so I fell into echelon with him and shadowed him. Some light pilots started calling out enemy locations and movements, and we set up an effective firing line and chewed through one of their lances that straggled over a ridge and into view. Someone called out that the time was right to push, and we pushed, and caught a trio of enemy mechs in the bottom of a ditch, and shot them like fish in a barrel.
Since that time, I've played the map several times in a raven, and had great games, and several times in thunderbolts and a highlander, with mixed results, but much more enjoyment than my first few matches. The difference between handing out a whooping and taking one on this map, like on several other maps, really seemed to be the willingness of people to communicate. I honestly didn't notice any more LRMs than usual, though this map does offer rewarding gameplay for folks who favor ranged combat over brawling.
#28
Posted 21 January 2016 - 01:07 AM
Lack of brains. Like you had the first 2 rounds it was just ignorance (note ignorance is not a bad thing, it just means lack of knowledge) which was easily overcome by the 3rd match and you noticed a difference. Other players dont get that feeling after the 30th match and complain that X Map/weapon/mech is unbalanced and should be changed to suit their special needs. That ignorance that never goes away at one point just turns int a lack of brains because they are unable or unwilling to learn.
Now that balance is pretty great (yes, some nerfs and buffs are still needed, but they are smaller % changes and balance/meta is ever-chainging in an online game anyways) compared to older titles where IS Tech and mechs and certain weapons were pretty much useless and it was just an arms race on who had the most PPCs/Ultra cannons or Flamers (depending on what game is in focus). Here at least no mech is absolutely useless. Yes, some clan and IS mechs are still sub par compared to others, but they are still able to perform well in capable hands.
#29
Posted 21 January 2016 - 01:09 PM
#30
Posted 21 January 2016 - 02:11 PM
It's a real place, not just another arena.
#31
Posted 22 January 2016 - 04:46 PM
#33
Posted 22 January 2016 - 07:35 PM
Tywren, on 22 January 2016 - 06:08 PM, said:
Which is great in CW, but not so much in Quick Play. Pull this map from QP, and use it to replace the extra Vault in the middle of the CW chart.
It's good in QP because people in QP need to learn how to play as a team, it's a team game.
#34
Posted 22 January 2016 - 08:12 PM
They would all rather NASCAR around, peek & poke and generally keep fights within 400 meters because that's where they can best use their laser-vomit builds.
Suggesting that they do anything different is inimical to their existence and thus an anathema. They would rather *****, whine and complain about how terribad this map is rather than put forth the effort to change how they play this game.
#35
Posted 22 January 2016 - 08:30 PM
Tywren, on 22 January 2016 - 06:08 PM, said:
Which is great in CW, but not so much in Quick Play. Pull this map from QP, and use it to replace the extra Vault in the middle of the CW chart.
What on earth makes you think everyone who does Quick Play only want brain dead, twitch fest modes and maps?
#36
Posted 22 January 2016 - 10:21 PM
p4r4g0n, on 22 January 2016 - 08:30 PM, said:
What on earth makes you think everyone who does Quick Play only want brain dead, twitch fest modes and maps?
And what makes you think this map is suitable for new players still using trial mechs? Just look at some of the gear people are suggesting should be brought. ECM, only 2 trials have ECM, and one is an Arctic Cheetah that boats small lasers; Radar Derp, 15,000 GXP plus 6,000,000 C-Bills, and oh yeah can't be equipped to a trial mech; 4X zoom, all the same flaws as Radar Derp. The only piece new players have easy access to is AMS, and that's a double edged sword, because if someone fires off at a target, and see their LRM swarm cut down by multiple AMS they now know where the cluster of enemy units are.
This kind of map is designed for players who have had time to build up full stables of mastered mechs, with all the modules needed to tweak them out. This is a map with CW level gear, and player experience requirements, it isn't noob friendly. Keeping it in Quick Play is going to be an NPE killer, so move it to CW where it's better suited, and where people have been begging for a new map without the focus on choke points.
Edited by Tywren, 22 January 2016 - 10:21 PM.
#37
Posted 22 January 2016 - 10:24 PM
#38
Posted 22 January 2016 - 11:38 PM
all u need.
ever.
using it on a black knight is beast.
adapt or keep dying like the noobs you pretend to be by Lurmageddon.
#39
Posted 22 January 2016 - 11:51 PM
Alienized, on 22 January 2016 - 11:38 PM, said:
all u need.
ever.
using it on a black knight is beast.
adapt or keep dying like the noobs you pretend to be by Lurmageddon.
I swear to god, people here can't read.
NEW PLAYERS DO NOT HAVE ACCESS TO RADAR DERP!
NEW PLAYERS ONLY HAVE ACCESS TO 1 ECM MECH THAT IS WORTH A DAMN AND THAT IS THE SNIPER RAVEN!
THE BEST A NEW PLAYER CAN DO IS PICK A TRIAL MECH WITH 1 AMS AND 1 TON OF AMMO AND THAT IS NOT ENOUGH!
Edited by Tywren, 22 January 2016 - 11:52 PM.
#40
Posted 23 January 2016 - 12:12 AM
Tywren, on 22 January 2016 - 11:51 PM, said:
I swear to god, people here can't read.
NEW PLAYERS DO NOT HAVE ACCESS TO RADAR DERP!
NEW PLAYERS ONLY HAVE ACCESS TO 1 ECM MECH THAT IS WORTH A DAMN AND THAT IS THE SNIPER RAVEN!
THE BEST A NEW PLAYER CAN DO IS PICK A TRIAL MECH WITH 1 AMS AND 1 TON OF AMMO AND THAT IS NOT ENOUGH!
you think everything is about new players?
no its not. old and new players alike have to adapt.
new players have one thing in advance tho: they are not settled in old mechanics as the vets are.
so stop screaming like a seal that is clubbed atm. you dont even need a damn radar derp or ECM on that map if you play it smart.
but damn acting like you do is totally the wrong way to go.
dont u think most of us have been rookies?
yeah we been, with trial mechs. so what? no game gives u everything for free just because you are new.
you should be happy that the trial mechs actually have viable builds unlike the time where i started. they been STOCK.
so stop beeing hypocrite and a crybaby >_>
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