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Remove The New Map


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#101 pyrocomp

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Posted 20 January 2016 - 05:59 AM

View PostDuke Nedo, on 20 January 2016 - 05:47 AM, said:


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...

Then ask PGI to thaw the map and forest it to be a new Taiga Higlands with a damn forest in the center on most of the hills. Plenty of cover, trenches and no line of sight longer than 300 m.
By the way, this may work to rise a whine tide from 'can't see a thing'.

#102 habu86

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Posted 20 January 2016 - 06:05 AM

I think the map is great for group queue, but can be an awful experience in solo queue because it acts as a catalyst for all those things that make MWO awesome and awful at the same time: tactics, map awareness, teamwork and cohesion.

The team that can form and hold a firing line once contact is made will win 99 times out 100... which can make it a rough experience when every drop you're on consists of people who either turtle up or just carry right on nascaring, even as the red team is advancing in line straight into your column's flank.

It really is a shame, because it's the kind of map that offers genuine potential for role warfare: lights have to actually scout and have room to maneuver, mediums are needed to fend off fast-moving harrasers and probe the enemy line's flanks, heavies can shift from one flank to other to initiate pushes and counterpushes, while assaults can legitimately form up and dominate firing lanes. There's room for fast thrusts through ravines and trenches, reverse slope defenses, even LRMs can make a useful contribution. Really a case of pearls before swine in solo queue, which is why I consistently vote against it.

Made me nearly hate my newly-purchased Warhawks too because of all of the above. Fortunately I got to drop on some of the older maps where the usual deathballing and nascar work most of the time so I didn't end up souring on the 'mech before the solo queue wises up to the range of other tactics available to them.

#103 AmazingOnionMan

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Posted 20 January 2016 - 06:07 AM

As someone who doesn't field a single LRM-launcher in his mech stable. I really like this new map. The only negative is that it is too white (but it's supposed to be polar after all).
Good job, PGI.

#104 Nacho Cat

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Posted 20 January 2016 - 06:13 AM

I didn't take the time to read through previous posts, so someone has already stated this, but I love the new map. In a fast light with radar derp, you can use the gullies and ravines to get in, cause havok, and get out again before the enemy murder ball knows which way to turn. Even if they see you hightailing it out of there, there are so many options and avenues of escape, it's glorious.

I've only played 4 matches on the map so far, 2 in a Pirates Bane, 2 in a Locust 3M, but I had 1-3 kills in each, with a huge number of spotting assists and scouting bonuses. This map seems to be a light-scout's dream, particularly if you've equipped ecm.

#105 Widowmaker1981

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Posted 20 January 2016 - 06:14 AM

View PostxTrident, on 20 January 2016 - 05:45 AM, said:

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.


Thats the thing - like you say, the vast majority of maps cater to brawlers - brawling weapons (SRMs, SPLs) are vastly more powerful than longer ranged weapons once they are in range (which is only fair of course), making most maps a very bad place to bring things like ERPPCs - too hot and no reason to have more than 500m range anyway. Its nice for there to be a few maps that DO allow you to take advantage of long range weapons.

#106 Lily from animove

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Posted 20 January 2016 - 06:17 AM

View PostStoneblade, on 19 January 2016 - 10:48 PM, said:

and you think Alpine is a good idea?


it is, just not for the sheeples.

#107 White Bear 84

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Posted 20 January 2016 - 06:19 AM

View PostAlistair Winter, on 19 January 2016 - 11:44 PM, said:

The problem is, 90% of MWO players don't know what flanking means. And I'm not exaggerating.

They think 'flanking' means that the whole team should circle the enemy and attack from a different angle. So when someone calls for the team to 'flank their position', everyone starts circling and the Nascar begins.

Flanking actually means to attack from side in addition to the front. Normally, you hold the front line with slower, heavier forces (e.g. heavies and assaults) and you send faster forces (e.g. lights and mediums) to flank the enemy by attacking an exposed side.

As long as the average player doesn't understand such fundamental concepts, as long as they believe circling the enemy is the key to victory, it's kind of hard to get any kind of advanced gameplay going. And people won't understand why they're getting smashed, and then they'll complain.


Especially when you say 'sending LANCE to flank enemy' and the whole team thinks its a good idea to follow...

#108 Dumpfbacke

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Posted 20 January 2016 - 06:22 AM

I have to admit I first thought "What a ****" after having played the first match on the new map. But like some people already said you just have to adapt and alter your playstyle perhaps.
Most maps in MWO are very tiny and cramped with things, I think that's why so many are calling the new map "bad".

Actually I really like it, because you get rewarded (in terms of wins, not CB) for teamplay. The last few games I had on that map were the best I ever had in PUG drops. There was communication either via chat or voip and because of this we actually won. One could see that the enemy team didn't communicate because they fell like flies to our (somewhat) coordinated force.

Just to add it: The above mentioned game I was in a SRM-Stormcrow, carrying 3x SSRM-6 and 4 SML-Lasers plus Radar Deprivation and had a hell lot of fun and did a good amount of damage (IIRC it was 5 kills, 10 assists and around 650 dmg). So as you can see, even with a mech with no Longrange Wepaons at all you CAN have fun and be successful, if the team communicates and supports each other.

(Yes, I am one of the new hated players and just crawling in the mid of tier 4....)

So yeah, thumbs up for this map!

The only annoying thing I think is the inflational use of the word meta for just everything in these forums. But that's another topic.

EDIT: Typos

Edited by MightyBadaboom, 20 January 2016 - 06:27 AM.


#109 Nacho Cat

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Posted 20 January 2016 - 06:34 AM

View PostMightyBadaboom, on 20 January 2016 - 06:22 AM, said:


(IIRC it was 5 kills, 10 assists and around 650 dmg).


EDIT: Typos


so you managed to kill or damage 15 of the 12 enemy mechs? mad skills Posted Image
also, welcome to MWO!

#110 Coolant

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Posted 20 January 2016 - 06:34 AM

I love the new map. My favorite. Plenty of cover. I think if some peeps don't have a 100-story skyscraper to hide under they think they dont have cover. there is plenty

#111 Dumpfbacke

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Posted 20 January 2016 - 06:36 AM

View PostSereneChaos, on 20 January 2016 - 06:34 AM, said:


so you managed to kill or damage 15 of the 12 enemy mechs? mad skills Posted Image
also, welcome to MWO!

I really don't know the exact numbers anymore (no battlelog....Posted Image) but you are right, kind of bad math skills here Posted Image Sorry.
And thanks for the welcome!

I just wanted to emphasize, that it was a very good game for me.

Edited by MightyBadaboom, 20 January 2016 - 06:36 AM.


#112 xTrident

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Posted 20 January 2016 - 06:40 AM

View PostWidowmaker1981, on 20 January 2016 - 06:14 AM, said:


Thats the thing - like you say, the vast majority of maps cater to brawlers - brawling weapons (SRMs, SPLs) are vastly more powerful than longer ranged weapons once they are in range (which is only fair of course), making most maps a very bad place to bring things like ERPPCs - too hot and no reason to have more than 500m range anyway. Its nice for there to be a few maps that DO allow you to take advantage of long range weapons.


And I absolutely don't have a problem with that, concerning a map to take advantage of the long range weapons. I think it's great to have maps like that... But again it would be nice to know whether to bring a brawler or not. Not that "fairness" matters but I don't consider it exactly right for players to be at a disadvantage due to things outside their control. Such as the map choice being a question mark but has a very big impact on the mech/loadout taken.

Just my two cents, and of course I'll live with it.

#113 Galenit

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Posted 20 January 2016 - 06:40 AM

Best map until now.
No arena **** that belongs to solaris.
More tactics possible, more balanced mechs needed, lrms and ams have a place to use.

Hope they would do more maps like that, maybe some desert and nice grassland.

#114 aaykeem

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Posted 20 January 2016 - 06:44 AM

My only complaint about this map is that it's huge, which draws out the matches for no reason.

Other than that, I had a lot of fun running light mechs on this map. A lot of cover you can use to break LOS and stay alive.
Running brawler setups in the single queue didn't work as expected because people tend to charge across the open field and leave the fatties behind. Maybe once people learn the map and adapt to it it'll get better.

#115 Arctourus

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Posted 20 January 2016 - 06:45 AM

ha ha, we always get one of these posts the first day a map comes out.

I love the new map....yes, I got chewed to pieces by lrms when I was trying to help a wayward direwolf escape an enemy push, but I still like it.

Here's the thing....when you learn a map, it's comfortable and you know where to go under almost every circumstance. When there is a new map, you have no idea where to go, you don't know where the enemy is likely to be, you just have to keep your head up and figure try to stay with your team.

Feels more realistic to me. I wish there was a way to make every map randomly change enough so it was a new experience every time. Yes....frustrating and "sub optimal" since you don't know every rock tree and puddle like the back of your hand, but all the more thrilling because you have to be more on your toes the entire time.

#116 Votanin FleshRender

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Posted 20 January 2016 - 06:50 AM

I didn't have much time to play last night, and only got a couple drops in, only one of which was the new map.


It is already my favorite map. Almost everything I've wanted to see in a map for a long time. Can't wait to drop in it more. Sooo big it actually makes me think twice about dropping in slower mechs.

#117 mogs01gt

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Posted 20 January 2016 - 06:54 AM

View PostTripzter, on 19 January 2016 - 10:47 PM, said:

This map is by far worse than Alpine.
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?

LRMs simply need a few UAV's to take out any mech. The problem is, you better pray you get that map while boating all of those lrms.

#118 Widowmaker1981

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Posted 20 January 2016 - 06:59 AM

View Postmogs01gt, on 20 January 2016 - 06:54 AM, said:

LRMs simply need a few UAV's to take out any mech. The problem is, you better pray you get that map while boating all of those lrms.


UAVs should be priority targets on any map. Just shoot them down.

Even disregarding LRMs, people who poke out from cover with a UAV above them deserve the insta coring they will receive, its like gifting the enemy a wallhack.

Edited by Widowmaker1981, 20 January 2016 - 07:00 AM.


#119 mogs01gt

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Posted 20 January 2016 - 07:10 AM

View PostWidowmaker1981, on 20 January 2016 - 06:59 AM, said:

UAVs should be priority targets on any map. Just shoot them down.
Even disregarding LRMs, people who poke out from cover with a UAV above them deserve the insta coring they will receive, its like gifting the enemy a wallhack.

Lol you're funny! You think people shoot down UAVs!! Also not all weapons can shoot them down..

Edited by mogs01gt, 20 January 2016 - 07:10 AM.


#120 Widowmaker1981

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Posted 20 January 2016 - 07:13 AM

View Postmogs01gt, on 20 January 2016 - 07:10 AM, said:

Lol you're funny! You think people shoot down UAVs!! Also not all weapons can shoot them down..


Well, all non missiles can. Don't boat missiles only. If you see a UAV and dont shoot it down when its possible for you to do so, you are playing the game wrong. Obviously only when in cover from enemies, but.. see a UAV, make it a priority to get rid of it - back up if needs be so you can shoot it from cover, but DONT ignore it.





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