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Balance Polar Highlands

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#21 Alardus

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Posted 07 February 2016 - 03:17 AM

A few points:

1. Learn to play better. Some things seem horribly unbalanced, maybe one side does have an advantage in some form. Use that advantage to their disadvantage by avoiding it entirely.

2. Don't cry about making a brawler mech. A randomized map pool is actually good for the game, as it provides an incentive for generalist or trooper style mechs, and punishes too overspecialization. You never know true joy until you get in a stock banshee with 3 extra medium lasers and tackle down some fool in an LRM-only stalker on mining colony and watch him helplessly shoot you with unarmed LRMs as he dies. "It's simple: Overspecialize, and you breed in weakness. It's slow death."

3. Scout better. If you can scout their units, you can avoid their traps.

http://www.roman-emp...my/tactics.html
http://wiki.teamliqu...nit_Positioning

You will notice the trend of foot soldiers or the most massive and slowest unit in the middle with faster units on the sides. This makes sense for every single map in the game. Assaults should be going down the center of the map, while faster, less armored units take the sides. They can retreat from a nascar push at the edges far easier, and there's much less distance for the slow assault mechs to travel to reinforce that position, plus if they nascar was truly stupid, those assaults are swinging around right into their rear armor.

Quote

In battle, there are not more than two methods of attack—the direct and the indirect; yet these two in combination give rise to an endless series of manoeuvres.


Now you might begin to understand why stock mechs are built so "sucky". They are designed to handle a limited scope of situations, with that scope growing in range alongside tonnage.

I actually approve of the widely disparate maps of the random pick/vote map pool.

Edited by Alardus, 07 February 2016 - 03:29 AM.


#22 B0oN

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Posted 07 February 2016 - 03:26 AM

Ahhhh, interesting .
Lemmings bemoaning their own "going to center of map" again ...

Really ?
So you guys can´t adapt to a single map that has been in rotation for what now, 2 weeks ?

Sorry to be harsh here, but I taste

SCRUBSALT

#23 Alardus

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Posted 07 February 2016 - 03:44 AM

View Postgloowa, on 03 February 2016 - 02:58 PM, said:

I thought that we established that this is not a very good design? Therma, Alpine, Caustic all have that and they are 3 most repetitive and boring maps. It's always the same on those 3. On therma it's run to the center to win. On Alpine it's run to the center hill to win. On Caustic is run around the center to win.

Agreed on other points tho. Issue is not the map. The few times i managed to drop on that map i was in short-to-medium range mechs, and had no issue at all. Just avoid moving longer distances in open terrain, use the ravines to break los and try to cricle around rather then go straight for the enemy. Then whip out your majestic, long, throbbing AC10 barrel and shove it up the lermboat jumpjet exhaust port.


Lol.

If one team runs to the center, they're putting themselves into the center of a bunch of choke points. Anywhere they choose to pop out limits their numbers. Always attack inferior numbers with superior numbers.

If they choose to go around because the other side knows better than to be baited into chokepoints, well then they've left that autowin middle haven't they?

Going into the middle is only autowin because one side is slower AND more impatient and wants to die and lose and fail and be bad and gg no re.

View PostHornsby, on 05 February 2016 - 09:12 AM, said:


When I was new to the game, I really thought by using LRMs and coordinating as a team, that this weapon system could be used to great effect to win games. Now, I hardly feel threatened by them, as getting hit by LRMs only causes minor scuffs before I can get into cover or better - push on the attacker or their spotter and kill someone. When I see a mech with LRMs, I usually write them off as "one less enemy to deal with", because that player can't contribute damage to hitting my components where it matters, once my armor has started slipping.

The thing about LRMs is that about ~26% of people dislike them, likely due to the same people falling routinely prey to them. This is supported by my earlier thread on the matter here:

http://mwomercs.com/...olar-highlands/

LRM boats will always only hit easy targets where they can most effectively make a return on their ammo. If you don't make yourself a good target for LRMs, they will literally never find you. If they think they can hit you and you know their shot is coming, you can waste a whole lot of their ammo by juking their lock.



To be blunt, this map is recognized for being the least likely to see both teams migrate towards the center, contrary to what you say. That is it's flavour, and your suggestions all seek to change this. Rather than try to change the map, I urge you to try to adapt your playstyle to "not converging on center asap".



I'm guessing this is why you're converging on center? I think it's fair to say that some people don't like walking for 3 minutes to get to a game. Personally, I like it because it allows some minutes for your team to move without your opponents knowing your movements - a part of the game I enjoy very much.



The hills offer more cover than you might think, and it takes very little travel time to find a trench and put it to use. You don't need a skyscraper to hide your mech.


Almost like double-blind chess, if there were such a thing. Or at least double-blind BT. Each fight can be dynamic and unique based on people choosing to take advantage of this fact or not.

Theres a rule in starcraft and sc2 which ruins it for spectators but is the deepest play imaginable. The idea is that you try to go slightly longer than the other side before attacking, because if you turn away the other side's attack, you have a superior force that beats them every time. Yes, its boring for spectators and casuals. Yes, its not exciting, but its what wins.

If people want excitement, they can keep doing sub optimal plays and losing. I'm all for people playing how they want, but if the results aren't what you want, you have to adjust your playstyle accordingly. If you want

Edited by Alardus, 07 February 2016 - 03:46 AM.


#24 Alardus

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Posted 07 February 2016 - 03:51 AM

View PostRad Hanzo, on 07 February 2016 - 03:26 AM, said:

Ahhhh, interesting .
Lemmings bemoaning their own "going to center of map" again ...

Really ?
So you guys can´t adapt to a single map that has been in rotation for what now, 2 weeks ?

Sorry to be harsh here, but I taste

SCRUBSALT


Well, its a bit assy, but its not untrue. Insanity is doing the same thing over and over and expecting different results.

#25 jss78

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Posted 07 February 2016 - 06:08 AM

To me Polar Highlands actually strikes the best balance between short and long range combat. Maybe some people have an opposite perception because so many MWO maps are quite cramped and claustrophobic, and short-range combat has been the norm. Alpine is IMO the only map with a definite slant towards long range.

At Polar, there's plenty of long-range fighting, yet I cannot remember a single game which didn't include some short-range brawling. Usually there's plenty. I haven't died to LRM's once there.

Plus, it has a ton of other things going for it: unpredictable gameplay, lack of obvious, central "go here!" features. Light mechs actually have a role there.

Best map in the game IMO, and a good reference point for future map development.

Edited by jss78, 07 February 2016 - 06:08 AM.


#26 Appogee

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Posted 07 February 2016 - 07:58 AM

I never take lurms, and I like Polar Highlands.

There is plenty of cover in the trenches. People just need to aggressively shoot down UAVs (I shot down 4 of them in a single match today) and don't let spotters go unchallenged behind you.

Then flank those LRM boats and be sure to make regret their decision to play like spamming leeches.

Win.

#27 Tavious Grimm

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Posted 07 February 2016 - 09:42 AM

Oh look....ANOTHER thread complaining about how bad PH is. Seriously?! Probably one of the better balanced maps out there. Very little of the NASCAR effect. If you want to charge the middle and be LRM bait be our guest. The rest of us will stick to the trenches. Also if you think all battlefields are cities or areas with a lot of cover... Think again. Learn the map and use it to your advantage.

#28 MarsThunder

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Posted 08 February 2016 - 12:07 PM

My 2 cents: with more or less balanced team I feel perfectly on Polar Highlands with my MPL-only StormCrow.

#29 Gotham by Knight

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Posted 08 February 2016 - 03:47 PM

Most of the issues with it come from the main fact it punishes the pug herd hive mind mentality. Peeky poke gets you dead on this map. You have to have a co-ordinated, aggressive team to win.
Maybe if PGI makes enough maps like this, the solos will eventually learn to play more aggressively?

#30 Hexenhammer

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Posted 08 February 2016 - 03:55 PM

Ding ding ding! Another bait and switch post!

Title: Balance Polar Highlands
First sentence: Complains about LRMS.

"LRMS are evil and its not the way mechwarrior is supposed to be played."

Edited by Hexenhammer, 08 February 2016 - 03:56 PM.


#31 Langor

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Posted 09 February 2016 - 10:35 PM

I think Polar Highlands is fine as it is. Players just need to learn to use the terrain to their advantage. As many others say, most people just rush out and die. I do fine in both LRM and very slow assault mechs.

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#32 Roughneck Cobra

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Posted 10 February 2016 - 03:29 AM

I think this map was created by taking a sheet of paper, crumpling it up and then laying it out again.

Seriously look at the map that way, makes the boring texturing seem fine too :P

#33 Red PwnYa

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Posted 10 February 2016 - 01:54 PM

LOL, PH is great, its my favorite map now. I'd never leave if I could get away with it. I'll see you on the battlefield, but you won't see me... until its too late.

PH is where the real hunters shine and the prey complain about "fair" and "balanced"...





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