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Newsflash: The Warhammer & Polar Highlands Aren't Bad, You Are.


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#101 MischiefSC

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Posted 27 January 2016 - 02:13 PM

It doesn't require much teamwork beyond 'don't scatter'.

I rock this map with a uac20/srm TBR for 700 damage. I love it in a boomjag. I wreck face in a WubShee.

Have some patience, don't scatter, find a good position. If you're a brawler stay low and wait out a push or make a wide flank.

That's it.

Edited by MischiefSC, 27 January 2016 - 02:26 PM.


#102 CMDR Sunset Shimmer

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Posted 27 January 2016 - 03:56 PM

View PostMischiefSC, on 27 January 2016 - 02:13 PM, said:

It doesn't require much teamwork beyond 'don't scatter'.

I rock this map with a uac20/srm TBR for 700 damage. I love it in a boomjag. I wreck face in a WubShee.

Have some patience, don't scatter, find a good position. If you're a brawler stay low and wait out a push or make a wide flank.

That's it.


Actually, you are aware that, keeping a coherent "Firing line" type pattern is more prosperous on this map right?

Because of the wide open nature of it, it's actually better to have your forces spread out, but not scattered, to deal with flanks and provide a wider area of cover.

#103 N0MAD

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Posted 27 January 2016 - 04:06 PM

Finding the Warhammer to be very capable, resilient and hard hitting, reasonably fast ( i run a 300 engine not XL) manoeuvrable.
Still i admit im a noob but i been getting very decent scores at least 400+ with simple 3x LL + AC10.
The new map is ok, better than most, but i find to much nascar and people just going to same places already, but it does allow tactical play.
For an organised 2+man team it can be a devastating LRM map, have a spotter and you can literally rain hell on enemy..

#104 oldradagast

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Posted 27 January 2016 - 04:20 PM

View PostCMDR Sunset Shimmer, on 26 January 2016 - 05:21 PM, said:


Then this is not a problem with the map, but a problem with the userbase.


Debatable. The problem is that the map is not designed for the target audience. This is not an insult of the MWO community, but just a simple statement that creating a map that requires teamwork in mech builds, mech roles, and so forth and then placing it in the random queue, where people have no control over any of those game elements, is simply a bad idea. That's why people dislike Polar Highlands since on that map, more than any other non-CW map, you can lose the game before it begins. Your team lacks scouts, their's draws a NARC and an LRM boat, etc.

is the map "bad" from the distant viewpoint of objective map design? Not really, though I wouldn't call it great, either. But it IS bad for solo play or any game mode where you can't control the key element required to win on that map - the team that you get.

Edited by oldradagast, 27 January 2016 - 04:20 PM.


#105 MischiefSC

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Posted 27 January 2016 - 05:27 PM

A firing line depends on where you fight.

Get to J6, there's a couple other strong map points. Firing line tucked in to cover.

If you're caught in the open then yeah. You wanna be 12 long. Better to not get caught in the open.

#106 CMDR Sunset Shimmer

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Posted 27 January 2016 - 07:54 PM

View Postoldradagast, on 27 January 2016 - 04:20 PM, said:


Debatable. The problem is that the map is not designed for the target audience. This is not an insult of the MWO community, but just a simple statement that creating a map that requires teamwork in mech builds, mech roles, and so forth and then placing it in the random queue, where people have no control over any of those game elements, is simply a bad idea. That's why people dislike Polar Highlands since on that map, more than any other non-CW map, you can lose the game before it begins. Your team lacks scouts, their's draws a NARC and an LRM boat, etc.

is the map "bad" from the distant viewpoint of objective map design? Not really, though I wouldn't call it great, either. But it IS bad for solo play or any game mode where you can't control the key element required to win on that map - the team that you get.


See, I find this mindset odd.

But then again, I'm from the "Sim" community. IE ArmA, SQUAD, BF2Project Reality, And guess what, pugging is a thing in those community's too.

However, we know without a doubt that, we are simply cog's in the machine, we work towards the objective, and that each of us has a role to play, sometimes that role requires us to die. And that's ok, what matters is the win, and that the objective is taken.

Once you learn this, teamwork with randoms, isn't that hard. You work towards the same goal, you cover your teammates, and you work towards the objective.

Combined with Voice Comms[which mwo has] and even txt chat, you can be a very, very effective team with very little effort. So the whole argument that "Teamwork focused maps don't work in a team game" just falls flat m8, sorry but it does.

#107 SilentWolff

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Posted 28 January 2016 - 08:39 AM

View Postoldradagast, on 27 January 2016 - 04:20 PM, said:


Debatable. The problem is that the map is not designed for the target audience. This is not an insult of the MWO community, but just a simple statement that creating a map that requires teamwork in mech builds, mech roles, and so forth and then placing it in the random queue, where people have no control over any of those game elements, is simply a bad idea. That's why people dislike Polar Highlands since on that map, more than any other non-CW map, you can lose the game before it begins. Your team lacks scouts, their's draws a NARC and an LRM boat, etc.

is the map "bad" from the distant viewpoint of objective map design? Not really, though I wouldn't call it great, either. But it IS bad for solo play or any game mode where you can't control the key element required to win on that map - the team that you get.


Im the target audience and I love the map, so not sure where you are getting that opinion from. MWO also highly relies on team play to be successful on any map, whether in the group or solo queue. If you want more success in the pug queue, then direct your pugs! I do it all the time and win a hell of alot more games than I lose.

As far as people disliking Polar, once again i disagree. My unit loves the map and actively votes for it everytime it comes up.

I wont even get into the LRM argument other than to say, people that complain about LRM's are just bad players.

Edited by SilentWolff, 28 January 2016 - 08:39 AM.


#108 Remillard

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Posted 28 January 2016 - 09:22 AM

Out of pure noobie curiosity, what is meant by the term 'nascaring'. By context I sort of imagine a conga line going around, but I don't actually see people do that on this map so maybe I'm not getting it right. I usually see people find a trench and start scouting the horizon a bit and some feathered edges trench scouting.

#109 1Grimbane

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Posted 28 January 2016 - 09:24 AM

its when the whole team starts moving clockwise or counter clockwise around a map (we prefer you make left turns though)

if they do it right the team should be all strung out and you want your assaults left in the rear nice and open like. on polar all that gets you is two teams moving around to nowhere lol, on caustic it works better, especially if a team pulls a reverse nascar and then things get ugly fast. i think as tactics are being explored a bit more the nascaring has slowed..... some maps it actually does work others not so much, its basically a constantly moving 12 man blob

Edited by 1Grimbane, 28 January 2016 - 09:29 AM.


#110 Remillard

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Posted 28 January 2016 - 09:30 AM

View Post1Grimbane, on 28 January 2016 - 09:24 AM, said:

its when the whole team starts moving clockwise or counter clockwise around a map (we prefer you make left turns though) if they do it right the team should be all strung out and you want your assaults left in the rear nice and open like. on polar all that gets you is two teams moving around to nowhere lol, on caustic it works better, especially if a team pulls a reverse nascar and then things get ugly fast


Sounds like from the discussion this is not a "doing it right" sort of activity though. So basically, yeah, conga line, the slowest in the back and relatively unprotected and open to fast movers coming up from behind.

Well maybe it's fortunate that I haven't seen much of that then. I try to stick to gullies myself and make sure the people getting tunnel visioned don't take it up the rear. I do actually like the map, both from a visual and tactical perspective but I haven't played lots yet so my evaluation doesn't necessarily mean much.

#111 1Grimbane

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Posted 28 January 2016 - 09:47 AM

polar happens to be one of the few maps that allows for true role warfare in terms of scouting, providing cover ala lurms.. while brawlers use cover to move into position ect ect.. good map and yes nascaring is generally not a good tactic... never once in the marines did they tell us to start running circles around our objectives and get as strung out as possible lol. sometimes it can work though... sometimes.

Edited by 1Grimbane, 28 January 2016 - 09:47 AM.


#112 SilentWolff

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Posted 28 January 2016 - 10:03 AM

View Post1Grimbane, on 28 January 2016 - 09:47 AM, said:

polar happens to be one of the few maps that allows for true role warfare in terms of scouting, providing cover ala lurms.. while brawlers use cover to move into position ect ect.. good map and yes nascaring is generally not a good tactic... never once in the marines did they tell us to start running circles around our objectives and get as strung out as possible lol. sometimes it can work though... sometimes.


This

#113 Phra

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Posted 28 January 2016 - 10:23 AM

View PostSilentWolff, on 21 January 2016 - 02:49 PM, said:

I think I've laid out a pretty coherent argument to support my supposition. Care to offer a counter argument?


Sure, give me one reason to pilot a hammer over the more gifted IS heavies.

I don't give a rat's *** about the lore, and I'm pretty sure there are plenty more out there like me, the usual "it was my fave mech in the books" argument is not a valid one, sorry.

#114 Malachy Karrde

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Posted 28 January 2016 - 12:38 PM

View PostPhra, on 28 January 2016 - 10:23 AM, said:


Sure, give me one reason to pilot a hammer over the more gifted IS heavies.

I don't give a rat's *** about the lore, and I'm pretty sure there are plenty more out there like me, the usual "it was my fave mech in the books" argument is not a valid one, sorry.


There isn't any. Its a rather sub par mech all around. It excels at nothing and really there are better mechs for every role you could conceivably use it in. I bought it because it was a tough mech in the books. I was really disappointed that the MWO version didnt live up to its reputation.

#115 1453 R

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Posted 28 January 2016 - 01:20 PM

View PostPhra, on 28 January 2016 - 10:23 AM, said:


Sure, give me one reason to pilot a hammer over the more gifted IS heavies.

I don't give a rat's *** about the lore, and I'm pretty sure there are plenty more out there like me, the usual "it was my fave mech in the books" argument is not a valid one, sorry.


"It's my fave 'Mech in the books" is an excellent reason to pilot a Warhammer.

Not, perhaps, for you - but you are gifted with the great good fortune of being able to not pilot Warhammers if you don't care for them. Even more fantastic news - you don't even have to buy them! This isn't World of (badness), where you need to go through seventeen other units to fill out a tech tree to get to what you want. You can just pilot what you want.

A better question would be : what reason do you have not to pilot whatever 'Mech you want, provided it's in the game? Let the Warhammer folks do their thing and push the 'Mech as far as they can. No need to razzle their jimmies because you don't like the fact that it's not a Metatinator.





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