Posted 30 May 2017 - 01:08 AM
Okay, so now that I've had a LOT of play time on this map against a lot of different players, I've decided it's my favourite for 1v1. And here's why:
1. Instant sightline to the enemy. The moment you walk around the first corner, you can see what mech your enemy brought and even begin trading shots or surmising loadouts. It's a bit foggy and hard to see, which I think is great because takes a little bit of knowledge to pick out what the enemy mech is early enough to make a game-winning decision like "do I push" or "do I hold at range". In revamping this map, please don't ruin this aspect.
2. Midrange and brawling are both viable (because of the double coolshots in the skill tree). In medium mechs, you can almost get away with playing the range game, but generally brawling wins. With heavies, you have slighter better chances at range because of the slower closing distance (esp. post-skilltree). With assaults, brawling is still viable, but range definitely works. And actually, if you both bring range, it's actually really fun to fight across the map with both players ridge-peeking the hills immediately at spawn. The only downside is that there's no places to side peak.
3. The cubes are actually really interesting to fight in and around. They need to be taller for sure because they don't provide actual cover as is, and maybe slighter wider spaced so that going in between them isn't as annoying, but I hope they don't get changed too much. I feel like the cubes could be moved so that they are slightly less to the side and more useful, but I just don't want them moved to block the straight line path across the map. If you're brawling, your best bet is really to charge straight across the map. Which... is fine. I actually like that - it's especially good for testing how loadouts perform against one another, like... will a Gargoyle be able to close the distance on a Mauler before it gets torn to pieces? Great map to test this on. There's no junk in the way, it's straight to the point.
Now for some negatives:
1. Without double super coolshot 27, this map favours brawling too heavily. It's just a little bit too small for ranged mechs to deal enough damage before a brawler can get in range. The super double coolshots from the skill tree are ruining the game, making the meta stale, and breaking balance. They should be removed. As long as they are in the game however, the size of this map is okay. But if double super coolshot was removed like it should be (because it's stupid), then this map should probably be stretched a tiny bit. Not too much, that would ruin it! But just a little bit. Maybe another 200 meters between spawns, and that's it. I think that's a 8-10% scale adjustment.
2. It favours ridge-peekers in trade matches. We could have another map of similar size to favour side-peekers, but probably ideal to fix this one so it provides both opportunities. Just adding some vertical features here and there should help. I tried throwing some in willy-nilly, but it's clear I have to be much more careful about the positioning so that it doesn't interrupt the ridge-peeking gameplay. I might draft up ideas tomorrow.
3. There's literally only one avenue of fighting. Most of the map is wasted space because there's no reason to visit it. It takes too long to go to those places and they don't offer any advantage. It's kind of okay that it's rather one-dimensional, if we had a lot more of these kinds of maps. But we don't. So we either need a lot more of these maps to offer different experiences, or maybe we need to open up this one to offer some alternate routes. I have a couple vague ideas on how to do that, I might draft up some tomorrow.
I def wanted to have some drafts/images in this post, but holy eff me it's 5am and I just wanted to get some words down before they all slipped my mind through sleepmosis.