New Map Metropolitan Ruins
#161
Posted 05 March 2017 - 10:19 AM
Viperion liked a post I made about us LRM-boat drivers overcoming anything that can be designed against "the rain", and I very much stand by that assessment. They said Mining Collective would be a bad map for LRM-boats, and before I stopped playing a year-and-a-half ago I proved pretty readily that was not a correct assessment. It's a matter of movement and understanding the terrain, and it will be the same for a massive city map like this proposed one. I would still like to see this map, as well.
#162
Posted 05 March 2017 - 11:17 AM
I have so many ideas about what to add to a Dense city map but then our computer probably won't take it.
I'm sure PGI folks has already seen this thread and probably love the idea. But then they have to understand what limit this engine can handle. So we may not get really dense city map with PGI current engine. was it Cryengine they are using for now?
I understand that some of ye told about PGI are considering to get a new engine to this game, but what? We have already seen that cryengine isn't that good as we have hoped for. Not to mention the cost for new engine and a titanic work to port to this game. May as well create MWO: 2 and starting from scratch (Although i don't really mind that )
#163
Posted 05 March 2017 - 08:22 PM
#164
Posted 06 March 2017 - 02:09 PM
Josh Seles, on 02 February 2017 - 02:20 PM, said:
(edit), added on.
My old post seems like it would work here. In my old post, I mentioned temperatures, but now, all I want is the map, temperature be damned. I support this idea, and some of my favorite builds are brawlers, like the shotgun Scorch. If we get this, the next thing I want is my NSR-9FC Nightstar: 380 XL in a 95 ton, dual LBX-10 carrier. I just want a cool mech to go with the cool urban map. *We have a wide open map (Polar Highlands), one with long sightlines and cover (new Frozen City), and somewhat urban ones (Crimson Strait and River City), but we don't have a map that's just tall buildings.*
*edit*: add-on.
Edited by Josh Seles, 06 March 2017 - 02:21 PM.
#165
Posted 06 March 2017 - 03:44 PM
I haven't been in the game in some time but still do the pre orders to support.
Someone mentioned the game engine. I thought one point and time they had the future plans to change engines. Forgot which one they mentioned but I think the new Unreal Engine would be the best thing for it.
#166
Posted 06 March 2017 - 04:18 PM
TheArisen, on 11 February 2016 - 05:22 PM, said:
Lol,probably lurm babies!
Don't forget PGI cannot even give us the ASSAULT map they have been promising us!
So I wouldn't count on it!
#167
Posted 06 March 2017 - 05:29 PM
#168
Posted 06 March 2017 - 05:32 PM
Hamerclone, on 06 March 2017 - 04:18 PM, said:
Edited by Kay Wolf, 06 March 2017 - 05:32 PM.
#169
Posted 06 March 2017 - 05:41 PM
Well maybe it was the new unreal engine they talked about converting MWO over to since MW5 Mercenaries is listed to use it
Edited by scgt1, 06 March 2017 - 05:58 PM.
#170
Posted 08 March 2017 - 06:00 AM
#171
Posted 08 March 2017 - 01:49 PM
TheArisen, on 08 March 2017 - 06:00 AM, said:
An SDS in the middle of Metro Ruins... Hmm...
I guess if it 'floats your boat', then sure.
~D. V. "Eh... Why not?" Devnull
#172
Posted 02 April 2017 - 09:43 PM
Quote
Except LRMs should be useful on all maps just like direct fire weapons. The fact theyre not, and are incredibly map dependent, just shows how flawed of a weapon system they really are. It makes far more sense just to fix LRMs so theyre useable on all maps and abandon the ridiculous notion that some maps are LRM maps and some maps arnt.
Edited by Khobai, 02 April 2017 - 09:44 PM.
#173
Posted 03 April 2017 - 01:45 PM
Khobai, on 02 April 2017 - 09:43 PM, said:
https://mwomercs.com...ost__p__5622649
AND
https://mwomercs.com...ost__p__5669271
#174
Posted 03 April 2017 - 07:33 PM
Syrkres, on 23 June 2016 - 08:01 AM, said:
This little example popped up earlier in the thread.
If we can imagine what the design and layout might mean, having a long stretch of road with high buildings side by side on either side does make a tunnel. This creates some areas where LRMs can be effective as mech try to traverse down the road. These major arterial routes can provide fast access to the other side of the map, but at the risk of getting caught in one and not having anywhere to go. ie. it is in essence a tunnel..... just no roof.
Smaller side roads and junctions allow mechs to progress slower from one point on the map to another, provide cover from line of sight and long range fire (direct and indirect) and will provide close quarter battles. Different size roads should also mean making it inaccessible for different sizes of mechs.
To take the Urbanmech as an example, it's short to get under bridges and compact (no arms really) so it can get down lanes.
Having different levels of access create restrictions for different sizes of mechs would mean having to think about our tactics and how we need to get into position.
Nothing wrong with being able to setup a few nice ambush spots either.
Scouting would be really important!
We could do away with the rivers splitting the city in the above example, Crimson and River City already have that design element and Frozen City does have the big trench separating the two sides of the city.
I would suggest using more of a desert theme for a new metropolis. Something that feels like it has been battled over for so long that the city has become abandoned and even the water has dried up. Bit of a holocaust.
As an additional note, it's not entirely necessary to have the dropships bring us in to this battle.
Let's use the elevators from the Steiner Colosseum for at least one of the lances.
Edited by 50 50, 03 April 2017 - 07:35 PM.
#175
Posted 07 April 2017 - 09:23 AM
UrbanMechs too I guess
#176
Posted 08 April 2017 - 01:40 AM
ManganMan, on 07 April 2017 - 09:23 AM, said:
Agreed.
ManganMan, on 07 April 2017 - 09:23 AM, said:
Not agreed. Having to get one for an Event made me too angry, as it was effectively shoved down my throat. UrbanMechs are NOT compatible with all players and their piloting styles.
~Mr. D. V. "Want the map, not that Mech." Devnull
#177
Posted 08 April 2017 - 05:51 AM
Edited by ManganMan, 08 April 2017 - 05:51 AM.
#178
Posted 10 April 2017 - 01:13 PM
#179
Posted 10 April 2017 - 01:43 PM
Drunk Canuck, on 10 April 2017 - 01:13 PM, said:
#180
Posted 12 April 2017 - 01:54 PM
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