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Remove The New Map


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#81 Madcap72

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Posted 20 January 2016 - 03:52 AM

It's the best map yet and every battle on it has been freaking TENSE.
They said it was based on the old Mechwarrior 3/4 type maps and they delivered.

#82 627

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Posted 20 January 2016 - 04:08 AM

ok, played 2 matches yesterday on the new map.

First thing: it looks beautiful. The only thing I dislike is the time of day... basically the map looks the same on day and night, but the mechs look deep black at night and at day you can at least see some of the camo colors.

For the gameplay, I really like the decentralised layout, even in conquest there's no middle point, awesome!

And the teams are no deathball anymore, everyone is wandering around a bit to scout for enemies. And if finally someone found a mech, it says 2000m... yay, better start running!

In my first match I took a Marauder with PPCs and I could wander of unseen into the back of the enemy force, a real flanking move like Alistair explained. I got foxed up by some lights, though because never go alone into the dark but however, freedom for movement is excellent.

And LRMs? Yes, please. Took my Lurmcrab with LRM60 and 2700 Missiles and I was nearly empty at the end, maybe 300 left or so. BUT! I didn't really care or tryhard so only made like 400ish damage and 2 kills.

So... there is cover. There are enough ways to stay away of or close into the enemy. And if you dare to scout for yourself expect gauss/PPC presents all the time, those jagermechs are on of the biggest threads there imho.

#83 Herr Vorragend

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Posted 20 January 2016 - 04:39 AM

@ OP:

Start learning to use AMS. Start learning to use ECM. Start learning to use cover. Thank you.
The map is great!

#84 PholkLorr

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Posted 20 January 2016 - 04:58 AM

This map sucks balls for short ranged builds.

This is hands down the *BEST* map for LRMs. Almost no cover at all.

#85 Dormax

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Posted 20 January 2016 - 05:05 AM

Just got out of 2 matches in PH. Can't say I love this map, but can say it's very enjoyable and something completely different.
FWIW: I was playing a typical 6SL cheetah build and stuck with the group until needed for something else - like killing the stupid light who got so far ahead of his team (by about 1500m) that he had no backup. Easy 400-500 damage games with several solo kills in a short range 'mech. Yeah - seems fine to me.

#86 Duke Nedo

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Posted 20 January 2016 - 05:07 AM

View PostDormax, on 20 January 2016 - 05:05 AM, said:

Just got out of 2 matches in PH. Can't say I love this map, but can say it's very enjoyable and something completely different.
FWIW: I was playing a typical 6SL cheetah build and stuck with the group until needed for something else - like killing the stupid light who got so far ahead of his team (by about 1500m) that he had no backup. Easy 400-500 damage games with several solo kills in a short range 'mech. Yeah - seems fine to me.


Now try it in a short ranged Heavy... ^^

#87 Greyhart

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Posted 20 January 2016 - 05:08 AM

View PostDuke Nedo, on 20 January 2016 - 05:07 AM, said:


Now try it in a short ranged Heavy... ^^


Yes I had great fun in my SPL/SRM timberwolf no problem there need to use the terrain though no running at the enemy directly.

#88 vipershark0

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Posted 20 January 2016 - 05:15 AM

lights rule this map. first off you need to find the enemy, second off, you and your buddy can just roll up the back of their line, both my 1st and 2nd games (in a lolcust mine you) were 900+.

Edited by vipershark0, 20 January 2016 - 05:16 AM.


#89 Duke Nedo

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Posted 20 January 2016 - 05:16 AM

View PostGreyhart, on 20 January 2016 - 05:08 AM, said:


Yes I had great fun in my SPL/SRM timberwolf no problem there need to use the terrain though no running at the enemy directly.


With a team sure, with pugs not so much unless really lucky with the MM... on average pugging I'd say you will not have much fun at all in your SPL/SRM timberwolf.

#90 Kjudoon

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Posted 20 January 2016 - 05:19 AM

I guess players will have to start diversifying their builds just in case they get someone like me with a X9 multiplier and the penchant for forcing them onto these kinds maps... on conquest?

Wait till they change Alpine Peak's spawn points to be very similar and enlarge Frozen City to about this size.

#91 BigBenn

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Posted 20 January 2016 - 05:21 AM

Variety is the spice of life.

Wide open maps are good. It allows BAP, the command console, sensor range mods, advanced zoom, gauss [cough cough], ERPPC's, and LRM's to shine. Oh, and the AMS is more important than ever!!! Mechs able to carry two (or more) AMS systems should in fact do so.

If you're an infighter, then you'd better stick to the trenches and close the ranges as you're able.

Polar Tundra is a great map. I really wish PGI would integrate a skirmish mode in to CW and use maps like Polar Tundra and Alpine.

Edited by BigBenn, 20 January 2016 - 05:22 AM.


#92 Greyhart

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Posted 20 January 2016 - 05:21 AM

View PostDuke Nedo, on 20 January 2016 - 05:16 AM, said:


With a team sure, with pugs not so much unless really lucky with the MM... on average pugging I'd say you will not have much fun at all in your SPL/SRM timberwolf.


It was in a PuG match. Yes maybe the MM was lucky. I think I have heard more people taking control on the new map because there is no set pattern to the fight.

Hopefully that won't change.

#93 Atheosis

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Posted 20 January 2016 - 05:27 AM

Idiots who don't like this map, and gripe to PGI about it, make me see red. This is what mech combat is supposed to be like you fools!

#94 LordNothing

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Posted 20 January 2016 - 05:27 AM

new map feels like it belongs in a mechwarrior game, too bad its stuck in mwo.

i kind of think the main issue is that you dont get to pick the right mech for the right environment. i have lots of builds that do well on the new map, but i have many other builds that are mostly sit around do nothing unless the team decides to push. when the team decides to camp fight and they win you dont get any damage, if they fail you see some action in the end game but generally you are outnumbered.

i did have some luck yesterday with a dual ac10jager. mostly using the low spots in the terrain to creep up into firing range. my whole team was against the idea and suggested i stay with the group. managed to get 2 kills before i died. thats the kind of thing you have to do when the team refuses to close into moderate firing range. face it, mechs waiting for the murderballs to merge are untapped resources and the team who can find a way to utilize them best will usually win. in most other maps you find that they tend to form up flanking parties to attack an entrenched enemy. its much the same on the new map, but the trenches are much more shallow.

i would love to be able to change mechs within a weight class based on what map was selected (this would come up on the screen that shows the map/mode vote results). you might be shown all the mechs in a weight class or have to set up a deck from which to select. the later would be better for people with large numbers of mechs. would also be nice to have camo presets too, which you can also select based on environment, but that might be a little bit overkill.

Edited by LordNothing, 20 January 2016 - 05:28 AM.


#95 Steel Claws

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Posted 20 January 2016 - 05:28 AM

View PostKjudoon, on 20 January 2016 - 05:19 AM, said:

I guess players will have to start diversifying their builds just in case they get someone like me with a X9 multiplier and the penchant for forcing them onto these kinds maps... on conquest?

Wait till they change Alpine Peak's spawn points to be very similar and enlarge Frozen City to about this size.


Exactly. So many want to load up on ERSL and SRMs and run around the map like a chicken with it's head chopped off. A mech with a good mix of weapons has always really been the best idea.
If you don't know how to use cover and poke and move then you deserve to get plastered with LRMs.

#96 pyrocomp

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Posted 20 January 2016 - 05:30 AM

View PostDeedsie, on 20 January 2016 - 01:56 AM, said:

In my case, I keep ending up in Viridian Bog.

Yeeaaah, just for the satisfaction of breaking those roots, logs and branches. The same as with statues near the citadel on RC.

#97 Kjudoon

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Posted 20 January 2016 - 05:33 AM

View Postpyrocomp, on 20 January 2016 - 05:30 AM, said:

Yeeaaah, just for the satisfaction of breaking those roots, logs and branches. The same as with statues near the citadel on RC.

I forgot they did that till I saw a tree go flying! Then I went "AWESOMMMMME!"

#98 Teslar Kain

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Posted 20 January 2016 - 05:44 AM

I. LOVE. THIS. MAP!!!!

If you are cruising in a light (or Cicada) at full speed it feels like you're in a snow speeder on Hoth, dipping in and out of snow dunes. F*** Yeah!! Also get the Battle of Hoth vibe when watching enemy mechs approaching on the horizon. (The night map also kinda feels like John Carpenter's The Thing... bring flamers)

And to repeat what numerous pilots have said before, THERE IS PLENTY OF COVER! Use the trenches as long as you have to. There are also a few buildings. Nothing says you have to march straight into the enemy's guns (unless you hail from a COD world, you poor sod). There are multiple routes you can take if you are a piloting a Staypuft. I've run short range builds and long range builds and won with both.

To those who are already calling for it's removal: Where is your sense of adventure? Of immersion? Just imagine that your commanding officer sent you to this God forsaken waste and you just have to survive. You are a Mech Warrior for f**** sake! You've been in worse places than this. Now get back out there or you'll be on latrine duty for a month.

#99 xTrident

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Posted 20 January 2016 - 05:45 AM

I don't have a problem with any map. Sure I have the ones I like and don't like but I'll make do the best I can on anything.

But what pisses me off with MWO and their maps is you have no idea what map you're going to play on... So what mech should I use? Recently the two primary mechs I've been using are short range brawlers... Because in every map but Alpine Peaks and Terra Therma (to a lesser extent it seems) brawlers work very well. I'm not saying let's get rid of the bigger more open maps - that's fine... But I certainly don't want to have a brawler mech playing one. I have a few long range mechs I'd use instead.

Yeah I get it, I could just use a "safe" mech that would shine on Polar Icelands and be "okay" for "me" on the close range maps but now that I'm actually really helping the team brawling I'd prefer that. Point is I can understand players frustrations. So far I've played the new map very cautiously/passively and it's worked pretty well. I don't get hit with a ton of LRMs because of it although I certainly see them flying everywhere.

As it currently stands the rest of the team really has to play well in order to win on Polar Icelands, at least to start because I'm rather useless in my brawler.

#100 Duke Nedo

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Posted 20 January 2016 - 05:47 AM

View PostSteel Claws, on 20 January 2016 - 05:28 AM, said:


Exactly. So many want to load up on ERSL and SRMs and run around the map like a chicken with it's head chopped off. A mech with a good mix of weapons has always really been the best idea.
If you don't know how to use cover and poke and move then you deserve to get plastered with LRMs.


That's cool and all, it's just that it reinforces the longer range "meta" more, since it works ok on all maps, especially now that Gauss got some CD back. Gauss, ERLL, LL, cLPL, cERLL for everything moving slower than 130 for me at least. Can't blame that on the map though, but it reinforces it...





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