Tournament Map Selection
#61
Posted 10 April 2016 - 04:07 AM
#62
Posted 10 April 2016 - 07:43 PM
#64
Posted 11 April 2016 - 12:02 AM
White Bear 84, on 05 April 2016 - 06:30 PM, said:
This.
Unbalanced drop zones is the biggest problem here. Take Canyon - beautiful map, nice coloring & light, not too cold to highly favor energy boating... but bad for Conquest as only one of the teams can access Theta easily. Best out of three potentially means one team will start there twice, leaving the opposing team at a severe disadvantage.
#65
Posted 11 April 2016 - 01:13 AM
I think PH works best in both domination and skirmish, conquest may be too much of a footrace rather than a fight which is what people would want to see.
I like MC for everything
I would go for TD for the hot map and again does everything well.
I am not to keen on Canyon since there is a clear advantage on spawns and VB is just not a fan favourite.
whatever is done it should be not one map and one mode that would be rubbish.
#66
Posted 11 April 2016 - 06:43 AM
#67
Posted 11 April 2016 - 01:05 PM
KHAN ATTAKHAN666, on 06 April 2016 - 12:23 AM, said:
Agreed!
Of those maps above, Canyon Network and Frozen City are the WORST, specially for an one-match system.
#68
Posted 11 April 2016 - 01:14 PM
#69
Posted 11 April 2016 - 01:19 PM
Anarcho, on 11 April 2016 - 01:14 PM, said:
Agreed, but Tourmaline at least is hot and you can choose were to fight.
#70
Posted 12 April 2016 - 12:57 AM
Sister RAbbi, on 05 April 2016 - 09:49 PM, said:
What I suggest is this:
Each match is played in five rounds. Three maps are used. One HOT, one MODERATE/TEMPERATE/WHATEVER-IS-NORMAL, each used twice. Each team spawns each side of these two maps, for four rounds. IF a fifth round is needed, then the third map will be POLAR HIGHLANDS, and there will be only one round of it, as the match tiebreaker.
So, rounds 1 and 2 will be on Terra Therma, Tourmaline Desert, or Caustic Valley (PLZ Tourmaline). Rounds 3 and 4 will be played on Crimson Strait, River City, Mining Collective, etc. And if we need a round 5, it's played on Polar Highlands.
HOT maps are a must, at least for PART of the match. But running ALL hot maps kinda waters down the builds, since they'll just ALL be built ALL THE TIME for lower-heat weapons and more heat sinks, etc. We WANT to be able to run some stupid-hot builds in there somewhere, to just spew forth the firepower. But we also want to test the breadth of talents of the mechwarriors. And so, my vote...
Round 1 - Tourmaline Desert
Round 2 - Tourmaline Desert
Round 3 - Mining Collective
Round 4 - Mining Collective
Round 5 - Polar Highlands
Tourmaline is hot and big, with plenty of opportunities to use ranged fire as well as to close the gap and brawl. Mining is a smaller map, but not a hot one, that still has some cool snipey roosts. And Polar Highlands is just BIG, and the cold lets you run pretty much any build you like without an eye on heat, but also has those nice trenches that allow craftier mechwarriors to sneak around and to avoid the (we won't see them in the tourney anyhow) LRMs.
TLDR- 5 rounds, three maps, make it happen.
This Please
#71
Posted 12 April 2016 - 06:21 PM
Aylek, on 11 April 2016 - 12:02 AM, said:
Most teams that push theta loose ???
#72
Posted 13 April 2016 - 01:59 AM
Edited by G SE7EN7, 13 April 2016 - 02:01 AM.
#73
Posted 13 April 2016 - 02:49 PM
Listen.
What if Like all professional gaming the Two teams at the time of event do a banning /voting scenario. Where both teams take turns banning in some games it's weapons, mods, also character's and finally in most it's Map's... If we had a ban/map pick prior match I think would be the most professionally done route and I think that's what your trying to go for right?
#74
Posted 14 April 2016 - 12:13 AM
live1991, on 12 April 2016 - 06:21 PM, said:
Most teams that push theta loose ???
Its not about teams pushing Theta. Its about having easy access for your scouts to rush in to Theta so that they can cap it minimally (there is no difference in the resource tick rate if the cap is 1 pixel blue or fully capped). Only one team can easily access the area close to Theta to safely scare away a counter cap. The team spawning in the south is at a mobility disadvantage here, as the only way to reach theta without jumpjets is through a long exposed canyon. The Northern spawning team can either use the wide rock bridges or 2 different canyons (including one with a nice ramp out of it) to reach Theta.
#75
Posted 15 April 2016 - 11:59 AM
#76
Posted 15 April 2016 - 01:13 PM
Gas Guzzler, on 10 April 2016 - 10:30 PM, said:
Random? That's asking for laser vomit only.
Nothing is going to change this. Other than mining every map voted for is er laser snipe maps.
Atleast with random people might think about not using 100% snipe weapons.
Edited by Monkey Lover, 15 April 2016 - 01:14 PM.
#77
Posted 15 April 2016 - 02:09 PM
Monkey Lover, on 15 April 2016 - 01:13 PM, said:
No they aren't, Tourmaline these days is dominated by mid-range pushes. Then again I haven't seen EmP play it lately so they may still be able to pull it off.
Frozen is at longest, mid-range, it is the most likely to see brawl.
Caustic is odd as you can see a variety, tends to favor mid-long though.
Polar is the only real ERLL map left, and even then, mid-range has potential.
Canyon is extreme range to mid range for 12v12s, 8v8s is a bit different though the range will probably shorten a bit.
Edited by Quicksilver Kalasa, 15 April 2016 - 02:12 PM.
#78
Posted 15 April 2016 - 07:35 PM
But I agree with others on the conquest and the ease of getting to Theta. However with 8x8 that might play differently (worth a few play tests)
Random spawns that would help a lot of maps as most of them are not well mirrored.
#79
Posted 15 April 2016 - 08:01 PM
Quicksilver Kalasa, on 15 April 2016 - 02:09 PM, said:
Frozen is at longest, mid-range, it is the most likely to see brawl.
Caustic is odd as you can see a variety, tends to favor mid-long though.
Polar is the only real ERLL map left, and even then, mid-range has potential.
Canyon is extreme range to mid range for 12v12s, 8v8s is a bit different though the range will probably shorten a bit.
The maps people are voting for(should have said winning) other than Mining is Tourmaline Desert and Canyon Network. Frozen,Caustic and Polar have lost.
Both will be laser vomit sniping wars. As i said random would help this because you might end up with maps that are not all about range.
I voted for mining just because it would be nice to see some srms.
Edited by Monkey Lover, 15 April 2016 - 08:07 PM.
#80
Posted 16 April 2016 - 12:14 AM
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