

Why Do People Cry About Frozen Wasteland Map?
#41
Posted 14 March 2016 - 06:37 AM
#42
Posted 14 March 2016 - 07:39 AM
Rogue Jedi, on 13 March 2016 - 05:57 AM, said:
My irritation on maps like Polar is when the entire team consisting mostly of brawlers gets pinned down because they retreat from taking a partial hit from a single ERML fired from near max range, and are not willing to risk 10 points of damage to move from one piece of cover to another, another issue is that most people do not seem to realize that if they stay in the low points it is realy hard for the enemy to hit them, all we need is 1 Mech poking its head up occasionally to see where the enemy are.
Polar has A LOT of
If you play Polar smart it is the most interesting map in the game the problem is most people just run center which is a bad idea on that map
Polar has a lot of Concealment and not a lot of true Cover. it's an important difference. Why both teams always gravitate to the open killing field in the middle of the map I'll never understand.
#43
Posted 14 March 2016 - 07:44 AM
Also most of the brawlers that cry tears are the sort that don't use cover or fast builds they expect their slow srm brawler to be able to crawl across open ground with impunity.
#44
Posted 14 March 2016 - 07:45 AM
#45
Posted 14 March 2016 - 08:56 AM
#46
Posted 14 March 2016 - 09:04 AM
Alardus, on 13 March 2016 - 04:00 AM, said:
1 Player wants to brawl. He takes 4 SRM-6 and 2 medium laser.
1 player wants to brawl. He takes 6 medium laser.
The last two take 4 LRM-5's a piece because they want to LRM snipe.
What happens in this scenario? If they get into a city fight, only 2 of them can do much damage, especially if the opposition is craftily using edges of building to block LRMS. If they get into a long range fight, only two of them can attack, again. In each case what can happen is that the "dangerous" two players can get killed with impunity, dropping the attack value at that range 50% each time one is killed off, leading to a 0% attack value when two are killed off, and leaving the other two helpless.
Let's reset this:
Each player takes 2 medium lasers, 2 LRM-5's, and 1 SRM-6.
Now what happens? The firepower is identical as the first one at all ranges, but the loss of any one unit only drops the firepower by 25%. The rest are still dangerous. None of the mechs are useless anywhere, and none of them can be removed from play and partially or wholly remove the group's capability to do damage.
The question is: Why do we prefer brawling when you're risking being useless and dying in frustrating ways? Why do people complain about being in their brawler mech when they land on frozen wastelands?
It's simply the way I prefer to play the game. I don't hate the map though nor do I complain getting it because I'm in a brawling mech. I simply hate getting it more often than any other map in the game. Thankfully, it seems to be picked much less frequently lately.
#47
Posted 14 March 2016 - 09:33 AM
Alardus, on 13 March 2016 - 04:00 AM, said:
4 srm6 = 48 damage -- 4 lrm5 = 20 damage. Lose the srm mech and you lose ~55% of your missil damage + 1/8th of your laser damage so far more than 25% of your possible maximum output.
Lose the 6ML mech and you lose the only one with pinpoint shooting at decent damage rates. Value still higher than both of the 4x LRM5 mechs.
4 lrm5's is almost never anywhere near dangerous, unless maybe you already have multiple stripped components.
#48
Posted 14 March 2016 - 09:36 AM
Corrado, on 14 March 2016 - 08:56 AM, said:
There are Four maps that I love for the sheer TEAR inducement value alone. Polar, Alpine, Terra Therma, and Bog.
Polar and Alpine are lovely because so few understand the simple ways you can advance without being silhouetted all the time in the open.
Therma is lovely because so few understand the value of chain fire and other heat management tools to out fire your opponent when heat costs are high.
And bog is lovely, because so many have the spatial awareness of a slug and they fall into the beer trap and cannot for the life of them figure out how to get out(basic maneuvers to not get stuck on every root.)
#49
Posted 14 March 2016 - 09:45 AM
#51
Posted 14 March 2016 - 12:04 PM
I love Polar. You could make that map 4 times as big for my money. So many maps are suited to assault mechs, esp the CW maps. It's nice to have some that aren't.
#53
Posted 14 March 2016 - 12:12 PM

#54
Posted 14 March 2016 - 04:10 PM
This map isn't bad, a lot of the time when I win on it though it feels like it's because the opponent purposely held fire. I know it wasn't because of heat because it's a very cold map for launching off weapons and gathering heat and sustaining fire. If I got into that guys front sight radius and he's ignoring me I know he's letting me win.
I don't complain about LRM's because I use the things. Tracking for missiles changes patch to patch sometimes when I spectate I see a guy running 100kph with an AMS getting hit by missiles that wouldn't track anything else doesn't bother me as much as long range missiles tracking like they have a lock with no spotter. I see people getting hit by the things from near max range when they have no spotter in sight of anything within 800m.
The thing that bothers me about spotters on this map is if your spotted you're getting hit by ERLL. Sometimes from ridiculous angles. It doesn't matter if you are long range or brawler if you are in sight you're getting hit and being a rag doll while they are just shrugging off blows from long range like they are out of range and short range brawlers will always seem to hit a group of players and get focus'd fired.
Again with spotting for LRM's I been saying this for months there are times even with the target lock module it doesn't nullify radar deprivation. You see a target you pull a lock, he dips behind cover and instead of having .whateverseconds of missile tracking you lose the lock entirely instead of getting a chance to fire off a salvo meaning your missiles shoot into the terrain or well short of your target then he pops back up and instead of trying to get a lock for tracking on your missiles to work again your waiting to fire a salvo that's going to hit the terrain waste your ammo and heat.
On my latest mech purchase trying to find something to make a drop deck that fits tonnage limits I chose a few cicadas always admired the things since they ripped apart a lot of my light mechs. I set all three of them up somewhat differently in radical ways. One has 3 armor on the arm. It takes more than 3 damage blasts in those arms and turns yellow, orange, and red, but rarely ever even goes to structure even though it has no quirks. Not even moving fast I use the numeral pad to switch speed so I'm not always max, sometimes my max speed isn't even fast. This mech will just eat up damage from an AC20 in that location. Not every location is that lucky a lot of them will fold with what seems like less than minimum damage even factoring in crits. I'm not trying to exploit it I just noticed I take less damage and need less armor in that area. I don't think it's specific to that one type of mech because it happens a lot in game play it seems like.
#55
Posted 14 March 2016 - 05:14 PM
The Lobsters, on 14 March 2016 - 12:04 PM, said:
You're not the only one. Polar is THE map where scouts win or lose the game. I also love how there are no artificial lanes on that map. You can go just about any direction, with only the enemy limiting your movements. Perfect for maneuver tactics.
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