His reasoning is that you can ignore the 2 "Outliers" (the Ressource Nodes on the far edges of the Battlefield) and fight around the 3 central based Nodes and that you will lose if you split up.
I am aware he is a Firing Line/Firepower Guy but no wonders its an american doctrine to solve problems with more Firepower.
But for Firepower Solutions - which can indeed be fun to play - we have already Skirmish and Assault.
Conquest should be the game mode about thoughtfull (or chaotic in PUGs) splitting up your Forces and have small scale fights occure around fastly distand ressource nodes.
A mode that makes speedy Mechs shine and slow Mechs suffer.
The mode that breaks up the Deathball and the Superioity of Firepower over anything else.
So - as rule of thumb:
If Conquest is decided by the Deathball it is BAD DESIGN!
If Conquest is decided by breaking up the Deathball, by Movement and Small Scale Fights it is potentialy Good Design!
And that is why Alpine is the worst Conquest Map in the game and a prime example of bad Conquest Map Design and it should not be repated!
Thx for your attention!
PS: And remove voting asap pls.
Edited by Thorqemada, 26 January 2016 - 08:57 PM.