gloowa, 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.
Hornsby, 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.