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Polar Highlands


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#101 Mechwarrior1441491

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Posted 26 January 2016 - 02:46 PM

LRMS are great at suppressing the enemy or denying territory to them, for the most part. The cries of them being useless is completely situational and dependent on others willing to charge that mech, more than likely exposing yourselves to his buddies.

#102 HammerForge

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Posted 27 January 2016 - 06:59 AM

I don't get all these people saying that the ruts aren't deep enough, there are plenty to hide my Battlemaster and Atlas. There are sections of the map that are flat, and have less terrain to break locks, but you stay out of those sections with bigger mechs. This map is teaching patience and maneuvering. I've been riding in my Battlemasters trying to elite them(mostly brawl like builds), they only move 65 KPH or there about without speed tweak, if I make a mistake, get greedy, yes I am going to get punished on PH, but I can move around and flank and get in close. But I have to play a good game and play with forethought, but man is the challenge fun.

A few things this map has seemingly brought out:
NARC is now a thing worth bringing instead of a waste of tonnage
Lights scouting can mean the difference between a good game and a roll
LRMs are getting used at all tiers{although this is helped by the last 2 events}
People are dusting off those AMS units they took off every mech for a larger weapon weapons
Comms is getting a bit more use{Use it people, it makes the match more fun, and easier}

#103 Mechteric

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Posted 27 January 2016 - 07:06 AM

It's one of the better maps in the game, we need more maps similar to this in terms of the design and flow.

I think it's the bright snowy environment that confuses most people, since it makes it more difficult to make out terrain features. But that's part of what makes it interesting.



Bro Tip: Thermal vision helps to navigate this map!

#104 Raidflex

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Posted 27 January 2016 - 07:47 AM

View PostHammerForge, on 27 January 2016 - 06:59 AM, said:

I don't get all these people saying that the ruts aren't deep enough, there are plenty to hide my Battlemaster and Atlas. There are sections of the map that are flat, and have less terrain to break locks, but you stay out of those sections with bigger mechs. This map is teaching patience and maneuvering. I've been riding in my Battlemasters trying to elite them(mostly brawl like builds), they only move 65 KPH or there about without speed tweak, if I make a mistake, get greedy, yes I am going to get punished on PH, but I can move around and flank and get in close. But I have to play a good game and play with forethought, but man is the challenge fun.

A few things this map has seemingly brought out:
NARC is now a thing worth bringing instead of a waste of tonnage
Lights scouting can mean the difference between a good game and a roll
LRMs are getting used at all tiers{although this is helped by the last 2 events}
People are dusting off those AMS units they took off every mech for a larger weapon weapons
Comms is getting a bit more use{Use it people, it makes the match more fun, and easier}


I guess you have never been in a Direwolf that goes 52 KPH on this map then. There are a lot of ravines that are not low enough because the LRMs can still come over the hill and hit you from above. Staying out of certain area does not always work because you do not want to be going off on your own in an assault mech, you need to stick near the team and provide support.

Really it comes down to teamwork, if you have a good team then the issues of being in an assault are not as big of a problem. But as we have seen many times before everyone just goes off on their own a lot of the time or they leave all the assaults and heavies behind to get ambushed by lights.

#105 1Grimbane

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Posted 27 January 2016 - 07:51 AM

if i had the money i'd buy pgi and all rights to the game and i'd run a special event called polar is my fav map and it would run till i died. keep in mind in this fantasy i don't need profit stream from company so it can die after my 5 year long polar event... i would even buy a piratebay type server setup so mwo could run for another 40 years .... on polar. just polar.


side note.. i would use this vast wealth my fantasy affords me to bribe political officials in to writing laws to keep anyone from talking bad about polar on the internet, no one likes those 3 am knocks on the door just because they said polar sucked. after my bribing spree of officials i would hire chinese hackers to install mwo on all currently running pc's and polar would just start playing by itself on your screen. polar forever forever polar

Edited by 1Grimbane, 27 January 2016 - 07:54 AM.


#106 HammerForge

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Posted 27 January 2016 - 08:13 AM

View PostRaidflex, on 27 January 2016 - 07:47 AM, said:


I guess you have never been in a Direwolf that goes 52 KPH on this map then. There are a lot of ravines that are not low enough because the LRMs can still come over the hill and hit you from above. Staying out of certain area does not always work because you do not want to be going off on your own in an assault mech, you need to stick near the team and provide support.

Really it comes down to teamwork, if you have a good team then the issues of being in an assault are not as big of a problem. But as we have seen many times before everyone just goes off on their own a lot of the time or they leave all the assaults and heavies behind to get ambushed by lights.



While I have never run a Direwolf, I do know the ravines aren't steep enough to stop LRM's, but they are deep enough not to be spotted which breaks LOS. Sure you are slow moving, I am not much faster, so I understand that as well.

The point you make is valid, there could be more steep terrain to provide better cover, that would be my one critique. But your statement about staying with the team or getting wolfpacked by lights because you are slower is a problem on all maps, and it isn't the fault of the map. Sure it is more open, so it might happen more because they can cut you off easier, but to cut you off, mechs are going to crest the hills. If your team isn't supporting you, or waiting for you, that is not the maps fault.

#107 Sandpit

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Posted 27 January 2016 - 08:26 AM

View PostxMADCATTERx, on 26 January 2016 - 02:46 PM, said:

LRMS are great at suppressing the enemy or denying territory to them, for the most part. The cries of them being useless is completely situational and dependent on others willing to charge that mech, more than likely exposing yourselves to his buddies.

Any time I get into a situation like this as drop lead I nearly always tell my group "We have to charge into them. Charging lurms hurts, but only until you get to 180 meters"

The thing with LRMs is, their damage input either greatly decreases or is completely negated under 180 meters. Anyone not using LRMs doesn't have that issue.

Once you close, yea you're banged up now, but the enemy's damage output just went from 50 to 5 while yours is still at 50. You're going to chew them up after that.

Naturally that's a very simplistic view of a strategy, but that's essentially what it comes down to. LRMs are all but useless with ECM, cover, and under their min ranges.

If you use 2-3 of those advantages against LRMs, they're screwed because the amount of damage they do after closing is negligible at best and you mitigated a lot of their damage output on the way in.

The ones that usually "run into trouble" when it comes to LRMs are players who want to peek and poke or stay at range against them.

It's very rare I see an entire team without any ECM and/or ams. Finding an "ECM or AMS buddy" should be your first priority if you don't know the team you're on.

#108 Raidflex

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Posted 27 January 2016 - 08:45 AM

View PostHammerForge, on 27 January 2016 - 08:13 AM, said:



While I have never run a Direwolf, I do know the ravines aren't steep enough to stop LRM's, but they are deep enough not to be spotted which breaks LOS. Sure you are slow moving, I am not much faster, so I understand that as well.

The point you make is valid, there could be more steep terrain to provide better cover, that would be my one critique. But your statement about staying with the team or getting wolfpacked by lights because you are slower is a problem on all maps, and it isn't the fault of the map. Sure it is more open, so it might happen more because they can cut you off easier, but to cut you off, mechs are going to crest the hills. If your team isn't supporting you, or waiting for you, that is not the maps fault.


Yeah the steep cover was what I was referring too, when you are in such a heavy mech its not easy to find cover quick when you are being hit by LRMs. It just feels like so many matches now it becomes Nascar and half the team gets left behind. I understand lights need to scout, but they should also be aware of their teammates location in case they need support.

I can also tell you that a Direwolf feels like a turtle compared to my Atlas or banshee.

Edited by Raidflex, 27 January 2016 - 08:46 AM.


#109 Sandpit

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Posted 27 January 2016 - 08:50 AM

View PostRaidflex, on 27 January 2016 - 08:45 AM, said:


Yeah the steep cover was what I was referring too, when you are in such a heavy mech its not easy to find cover quick when you are being hit by LRMs. It just feels like so many matches now it becomes Nascar and half the team gets left behind. I understand lights need to scout, but they should also be aware of their teammates location in case they need support.

I can also tell you that a Direwolf feels like a turtle compared to my Atlas or banshee.

Don't know what your Tier is, but I promise you, the higher you go in Tier, the less that happens. You get more teammates that understand how to play as a team.

Not always, but definitely a lot more often than you will at lower tiers.

#110 Raidflex

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Posted 27 January 2016 - 09:05 AM

View PostSandpit, on 27 January 2016 - 08:50 AM, said:

Don't know what your Tier is, but I promise you, the higher you go in Tier, the less that happens. You get more teammates that understand how to play as a team.

Not always, but definitely a lot more often than you will at lower tiers.


I am hoping that is the case. I am currently in tier 3, but I am probably 3/4 of the way to tier 2.

#111 Sandpit

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Posted 27 January 2016 - 09:38 AM

View PostRaidflex, on 27 January 2016 - 09:05 AM, said:


I am hoping that is the case. I am currently in tier 3, but I am probably 3/4 of the way to tier 2.

Quickplay as a solo is really a mixed bag. Sometimes you get a decent team, others you don't and there's not much you can do about it. I tend to keep my solo quickplay matches to times when I'm limited or want to just run specific mechs or builds (since in a group you can't always do that due to tonnage restrictions)

#112 Uncl Munkeh

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Posted 27 January 2016 - 09:44 AM

View Post1Grimbane, on 22 January 2016 - 08:17 AM, said:

whataturd...... brawling is awesome on polar... lurms rule.. sniping is great scout's have to scout



awww ysssssss

#113 Raidflex

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Posted 27 January 2016 - 09:50 AM

View PostSandpit, on 27 January 2016 - 09:38 AM, said:

Quickplay as a solo is really a mixed bag. Sometimes you get a decent team, others you don't and there's not much you can do about it. I tend to keep my solo quickplay matches to times when I'm limited or want to just run specific mechs or builds (since in a group you can't always do that due to tonnage restrictions)


Yeah I want to get more into CW, but the clan I was with basically moved onto other games. So now I am in search of a new clan, I really want to get into more group play.

#114 Sandpit

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Posted 27 January 2016 - 10:33 AM

View PostRaidflex, on 27 January 2016 - 09:50 AM, said:


Yeah I want to get more into CW, but the clan I was with basically moved onto other games. So now I am in search of a new clan, I really want to get into more group play.

Check out the faction sub-sections of the forums. There's tons of groups with free public TS servers running. Find some players you enjoy playing with :)

That's honestly the best and fastest way to get a better overall game experience here in MWO.

For all the naysaying, negative propaganda, etc. most groups are heavily involved with helping new players and recruiting





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