Polar Highlands Feedback
#21
Posted 21 August 2016 - 10:48 AM
#22
Posted 21 August 2016 - 04:09 PM
People asked for a big map
They got it
#23
Posted 21 August 2016 - 07:14 PM
Also the only map I have ever seen a team of mostly lights and mediums roll a team with higher tonnage. And that took the higher tonnage team to string out over a km to go after a single kodiak covered by 2 lights.
I have also been on a team that brought 7 lrm boats and 3 spotters to dom, as well as 2 brawler assualt to hold the line. We would narc a target and bring the rain, and by the time they decided that pushing the dakka Kodiak was better than all dying, we outnumbered them 2 to 1. We lost 0 mechs that game, and I guarantee it sucked for the other team.
Both of these examples come from group que with a large organized team, but they show what can happen. That being said, manuavering is more important here than any other single map.
#24
Posted 27 August 2016 - 03:50 PM
My note for PGI is that when you press B and pull the map up in game, this map (and several others) now appear on such a zoomed out scale... its impractical. Some of these maps are so far zoomed out that they have 1-2 empty squares around the edge of what you see... on already HUGE maps.
Make the default zoom for the "B" map 4-5klicks. Who needs the whole planet view while in combat?
Thanks.
#25
Posted 27 August 2016 - 05:50 PM
And then Domination became a thing, which is by far and away the worst thing that could possibly have happened to this map (and, I daresay, the entire game). On a map that requires constant movement, to enforce a victory requirement of standing in the most indefensible part of the entire map makes for a generally miserable experience
#26
Posted 11 September 2016 - 12:29 PM
1) LRM when paired with scouting advantage will allow one team to dominate. This happens when one team receives a disproportionate number of ECM lights and there are at least friendly two LRM mechs. In these circumstances ECM lights simply lock the non-ECM lights in the scouting skirmishes and LRM fire helps eliminate opposing lights. Once the scouting advantage is won game over as LRM mechs will get to fire constantly. Unless the LRM carriers are ammo poor the game is over. If matchmaker was smart enough to handle the balancing act we wold not need to have this discussion.
2) It is the only map that does not necessarily favor the "meta". What this means is that the KDK-3 meta players can get a taste of their own medicine "LRM Style". Actually one of the few maps where a balanced build is viable. When I play in a game and the KDK-3 is calling for help because he got caught in the open and wants someone to rush over and bring him a 20-35 ton ECM unit, I remind myself that he had the option to bring an Atlas D-DC, but made the easy button choice.
3) People ask for variety, but they don't want it. People optimize builds for one style of play and want to be successful every time they click launch. Sometimes you end up on the perfect map other times you don't.
#27
Posted 26 September 2016 - 08:32 PM
OZHomerOZ, on 21 August 2016 - 04:09 PM, said:
People asked for a big map
They got it
The size of the map is irrelevant, everybody just marches to the middle - flat open ground. We may's well just land directly facing each other on a football field.
There's no chance for any kind of comeback, as soon as one side gets an advantage the game's decided and the rest is just bleeding out.
#28
Posted 27 September 2016 - 07:55 AM
Miles McQuiston, on 11 September 2016 - 12:29 PM, said:
1) LRM when paired with scouting advantage will allow one team to dominate. This happens when one team receives a disproportionate number of ECM lights and there are at least friendly two LRM mechs. In these circumstances ECM lights simply lock the non-ECM lights in the scouting skirmishes and LRM fire helps eliminate opposing lights. Once the scouting advantage is won game over as LRM mechs will get to fire constantly. Unless the LRM carriers are ammo poor the game is over. If matchmaker was smart enough to handle the balancing act we wold not need to have this discussion.
2) It is the only map that does not necessarily favor the "meta". What this means is that the KDK-3 meta players can get a taste of their own medicine "LRM Style". Actually one of the few maps where a balanced build is viable. When I play in a game and the KDK-3 is calling for help because he got caught in the open and wants someone to rush over and bring him a 20-35 ton ECM unit, I remind myself that he had the option to bring an Atlas D-DC, but made the easy button choice.
3) People ask for variety, but they don't want it. People optimize builds for one style of play and want to be successful every time they click launch. Sometimes you end up on the perfect map other times you don't.
Also, this is one of the few maps where pretty much any Light mech can bee successful, from the light-mediums to the high-speed buttstabbers. As a matter of fact, I just purchased a MLX-D, made a few changes, and went to town on the enemy team, using an LB2X AC and two ERSLs. You get this rush of pure joy watching fatbros fumble around trying to find you.
#29
Posted 27 September 2016 - 08:36 AM
Sure, you can spot a mech at over 2km on either map, but polar let's you close to within 500 meters without taking much fire most of the time, and 300 meters if you get lucky on positioning.Sure, you have to rush them from there, but it's vastly preferable to bringing a brawl mech to alpine, where you typically have to take fire for 750m or more to get to brawl range, with the exception of a handful of points.
Edited by Nighthawk513, 27 September 2016 - 08:36 AM.
#30
Posted 28 September 2016 - 05:32 AM
Nighthawk513, on 27 September 2016 - 08:36 AM, said:
Sure, you can spot a mech at over 2km on either map, but polar let's you close to within 500 meters without taking much fire most of the time, and 300 meters if you get lucky on positioning.Sure, you have to rush them from there, but it's vastly preferable to bringing a brawl mech to alpine, where you typically have to take fire for 750m or more to get to brawl range, with the exception of a handful of points.
I pilot a Brawling Hellbringer and an SRM12 Adder. The trenches on Polar are helpful for getting me close. Hell, even my HGN-IIC-C can get to Brawling range using those trenches.
#31
Posted 14 October 2016 - 11:17 AM
#32
Posted 14 October 2016 - 01:49 PM
I'm guessing you meant Frozen City
#34
Posted 15 October 2016 - 10:10 AM
It's probably because I tend to run mixed midrange builds right now, 45-60 tons with 70-105kph speed and some jump to them.
Edited by Chados, 15 October 2016 - 10:14 AM.
#35
Posted 21 October 2016 - 03:21 PM
Majority of the QQ about this map is on the margo of LRMs ... no cover... meh dies...
The single and simple reason for that is that ppl are like sheeps rushing always towards the map center, where the wasteland plains are in the wide open without alot of cover.
The only fix for this problem is... STOP BEING A SHEEP...
Learn to USE THE WHOLE MAP...
move around the map center... there are plenty of spots where to take cover, deep enough ravines, etc. etc. etc.
All what ppl need to do is to use brain.
HARD ACHIEVEMENT FOR Majority of the lames, sheeps, and rest of the QQ plebs...
#36
Posted 21 October 2016 - 03:25 PM
Give us a NIGHT POLAR HIGHLANDS!!! PLEEEEASE )) /sad cute doggy eyes look upon you PGI
#37
Posted 22 October 2016 - 03:20 AM
Edited by iNfUsi0N, 22 October 2016 - 03:21 AM.
#38
Posted 22 October 2016 - 05:42 AM
babbajagga, on 21 October 2016 - 03:21 PM, said:
Majority of the QQ about this map is on the margo of LRMs ... no cover... meh dies...
The single and simple reason for that is that ppl are like sheeps rushing always towards the map center, where the wasteland plains are in the wide open without alot of cover.
The only fix for this problem is... STOP BEING A SHEEP...
Learn to USE THE WHOLE MAP...
move around the map center... there are plenty of spots where to take cover, deep enough ravines, etc. etc. etc.
All what ppl need to do is to use brain.
HARD ACHIEVEMENT FOR Majority of the lames, sheeps, and rest of the QQ plebs...
tl;dr: Don't change the map, change human nature.
If the mode allows it, I tell people to use the cover of the city spots. Nobody does. They just want to pew pew.
Also, Domination, Conquest.
#39
Posted 21 December 2016 - 08:17 PM
I'm not making **** up here either, just had a match where the path to the evac site was clear one way, no enemy contacts - suddenly the mech makes a 90 degree turn and charges up and over a hill into a nice open plain, right in front of the enemy team. I think we got to shoot back for about five whole seconds before the VIP was dead - the enemy team didn't even shoot US.
Not an issue with the map, or maybe it might be, but Escort on this map is REMARKABLY frustrating as a defender.
#40
Posted 24 December 2016 - 07:01 AM
Totally in favor of PPC and LRM spam.
Thus, new players tend to vote this map often - forcing me to play it every time it popus up as an option. It's so bad, I simply rush myself into enemies with mid range weapons, do my 300-600 dmg and die to join another map. Other Option in public games: Wait for 10 minutes with your team behind a rock to get picked one by one by LRM spam.
Edited by Quandoo, 24 December 2016 - 07:03 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users