Remove The New Map
#221
Posted 20 January 2016 - 05:11 PM
Ok in truth the map is great for some simple reasons. It is a map better suited for caps, light and medium mechs, and lastly any weapon system. It is a map you can actually have strategies for in a more diverse manner unlike the many of other maps which usually (as in all the time) revolve around a central location.
This new map having take a page of lets not have a central focal point allowed all of this. There is also cover it is call the trenches and what few buildings there are.
#223
Posted 20 January 2016 - 05:44 PM
NameNotAvailable, on 20 January 2016 - 04:34 PM, said:
The problem with this, and all the other knee-jerk replies above, is the fact that they completely ignore the fact that this map makes any kind of short range brawler mech utterly useless.
"hang back" - right, so the idea here is to just hide in a canyon and let the rest of your team carry you? I don't know about you lot, but I play this game for FUN, not to cower in a hole whilst everyone else does the work.
"scout" - mmm, that works really well in an atlas, you guys just wait here whilst I spend 30 minutes walking to the other end of the map, magically not getting spotted by the other team.
"flank" - see above, that only works if you're in a light or one or two mediums.
"dont be seen" - ok so we're back to the just hide and let the rest of your team do the work.
"dont vote for it" - oh trust me, I'll never vote for this map having played it a few times. Did it occur to you that the other players also get a vote? so the players in fast lights, long range sniper builds and LRM's vote for it, and anyone in a brawler is fu*ked.
Most of the other maps promote a variety of playstyles, this one PREVENTS a playstyle, the others don't PREVENT something. THATS the problem so many people on this forum seem to be ignoring.
I crush that map in brawlers.
You flank wide. It takes a bit but the map lays slow. You'll have time. Take your other brawlers with you, go wide and around and don't get anxious. Close to all but point blank. Most times if you can kill them before they target you the rest of their team won't even know until you're killing them.
Don't go middle.
#224
Posted 20 January 2016 - 05:53 PM
The must important thing is that every match so far has been different, whether or not I won the match. Also, remember that you're likely forming your opinions of this map using un-mastered Warhammers, do some of your experience may be colored by driving a mech which has yet to be optimized both as far as double basic skills as well as builds.
#225
Posted 20 January 2016 - 05:56 PM
#226
Posted 20 January 2016 - 06:10 PM
Tripzter, on 19 January 2016 - 10:47 PM, said:
It's wide open, no where to hide.. Took my LRM boat on it to get my 2x xp.. Without even breaking a sweat i did over 1200 dmg. Did you guys seriously think a flat map is a good idea?
yes, it was a brilliant idea, and it was brilliantly executed in the design process.
It forces players to think differently, as the old tactics used on the narrow maps we're used to WILL back fire on a map like this.
we need more maps like it, not removing it......its far better than the maps that force you into a predictable choke point to battle on what is the same 10% of the map every round, while your assaults can't crest a hill the size of their foot.
more maps like this please, plenty more, then delete the old maps.
#227
Posted 20 January 2016 - 06:12 PM
Still this map made it really easy to level my HGN-IICs. LRM poptart lolz.
#228
Posted 20 January 2016 - 06:16 PM
Curccu, on 19 January 2016 - 11:16 PM, said:
Won all (5-7) the games in new map, damage +-1000 all of them, so LRMs do work pretty nicely in this new map IF there is spotter/narcer... even in tier1.
You sadistic ****
MischiefSC, on 20 January 2016 - 05:44 PM, said:
I crush that map in brawlers.
You flank wide. It takes a bit but the map lays slow. You'll have time. Take your other brawlers with you, go wide and around and don't get anxious. Close to all but point blank. Most times if you can kill them before they target you the rest of their team won't even know until you're killing them.
Don't go middle.
I will try this
Bonger Bob, on 20 January 2016 - 06:10 PM, said:
yes, it was a brilliant idea, and it was brilliantly executed in the design process.
It forces players to think differently, as the old tactics used on the narrow maps we're used to WILL back fire on a map like this.
we need more maps like it, not removing it......its far better than the maps that force you into a predictable choke point to battle on what is the same 10% of the map every round, while your assaults can't crest a hill the size of their foot.
more maps like this please, plenty more, then delete the old maps.
What if we get a map with plently of cover as well? Oh, doesn't the mining collective fill that role already?
#229
Posted 20 January 2016 - 06:27 PM
Dont LRM me please, on 20 January 2016 - 06:16 PM, said:
you left out river city, and like half of the CW maps, lol
just so sick of tired same ole choke point rounds.
Cover is great, so long as it doesn't force gameplay into the same corridor of play in 90% of rounds. Thats the major difference with polar over the others. It does have cover and its spread all over the map, but it doesn't mean you can bunker into one point knowing your not going to get flanked or be exposed.
Edited by Bonger Bob, 20 January 2016 - 06:28 PM.
#230
Posted 20 January 2016 - 06:27 PM
grendeldog, on 20 January 2016 - 05:53 PM, said:
The must important thing is that every match so far has been different, whether or not I won the match. Also, remember that you're likely forming your opinions of this map using un-mastered Warhammers, do some of your experience may be colored by driving a mech which has yet to be optimized both as far as double basic skills as well as builds.
Yeah, I've only had a few matches to try out Polar Highlands, but so far no two matches have played out the same way or ended in the same spot. LRMs are more potent here than in an urban map due to absence of overhead obstructions, but there's plenty of opportunity to break visual contact to drop locks, which I'd call a big improvement over the old Alpine where there were a few areas of nothing but cover, and huge open zones that were suicide to cross. There are plenty of places to set up ambushes, but no major chokepoints to camp. It's very fluid, and has lots of potential.
#231
Posted 20 January 2016 - 06:43 PM
Or of course just accept that don't like the map, play as best as you can, and have fun on just about every other map that was made with your brawler in mind.
#232
Posted 20 January 2016 - 06:46 PM
Curccu, on 19 January 2016 - 11:16 PM, said:
Won all (5-7) the games in new map, damage +-1000 all of them, so LRMs do work pretty nicely in this new map IF there is spotter/narcer... even in tier1.
Just pointing out the logical falacy.
Using LRMboats is no more trolling than using laser or dakkavomit.
#233
Posted 20 January 2016 - 06:51 PM
#234
Posted 20 January 2016 - 07:17 PM
Great map, stop whining and run around it in testing grounds so you can understand it a little before tying to actually play a match on it.
#235
Posted 20 January 2016 - 07:21 PM
This map requires thought, strategy and tactics and a variety of play that no other map truly offers.
#236
Posted 20 January 2016 - 07:26 PM
JernauM, on 19 January 2016 - 11:16 PM, said:
Polar Highlands is an excellent map. It incorporates many of the points of feedback players have offered on map design, including lack of a central feature, good visibility,
Having faced several teams trying unsuccessfully to run LRM decks on Polar Highlands, I'm not yet convinced that it's that much of a problem. There seems to be enough cover to break locks.
It's an ok map, editted your post to bring more truth in to it. Not great. The only thing it has going for it is easily countered in the trenches all around the map. There is no cover worthy of the name so UNLESS you mount radar Derp you are doomed to LRM fire. That's a lot to ask for newer players that can't afford 6million cbills for the module.
AnimeFreak40K, on 20 January 2016 - 07:21 PM, said:
This map requires thought, strategy and tactics and a variety of play that no other map truly offers.
Alpine offered all those same things and they hated that too, even though it was one of the EASIEST maps to brawl on.
Edited by Lugh, 20 January 2016 - 07:25 PM.
#237
Posted 20 January 2016 - 07:31 PM
AnimeFreak40K, on 20 January 2016 - 07:21 PM, said:
This map requires thought, strategy and tactics and a variety of play that no other map truly offers.
I did it with an un-tuned Com-3A - with small engine no less. This map is a brawling dream if you have any concept of field awareness.
Lugh, on 20 January 2016 - 07:26 PM, said:
Yeah, I never understood peoples fixation with Alpine being a long range only map, its one of my top maps and I only run brawlers in every weight class.
#238
Posted 20 January 2016 - 07:37 PM
#239
Posted 20 January 2016 - 07:39 PM
Edited by Chrome Magnus, 20 January 2016 - 07:40 PM.
#240
Posted 20 January 2016 - 07:49 PM
Demand map to be removed.
The ONLY complaint I have is that I wish we got a dune/desert map instead of another snow one.
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