Polar Highlands Feedback
#41
Posted 28 December 2016 - 06:13 PM
Have tried sniping mechs here recently and a number of hills the projectile will hit several meters above the hill top (and hence not the mech I was aiming at). Gets very frustrating to lose half your gauss rounds that should have been clean CT hits.
Unfortunately too focused on the games to note the grid references it was occurring in.
#42
Posted 29 December 2016 - 04:51 AM
Ranger Dave, on 28 December 2016 - 06:13 PM, said:
Have tried sniping mechs here recently and a number of hills the projectile will hit several meters above the hill top (and hence not the mech I was aiming at). Gets very frustrating to lose half your gauss rounds that should have been clean CT hits.
Unfortunately too focused on the games to note the grid references it was occurring in.
i can confirm this ..lots of invisible ridges
#43
Posted 29 December 2016 - 11:08 AM
Or even better. You know Polar regions aren't always so cold even on our own planet and on some of the other planets polar regions are actually quite hot. Keep the same voting image and even the exact same map (hopefully add in some buildings for cover movement) but change the snow to desert or scrubland and the heat to go with it.
Edited by Bellum Dominum, 29 December 2016 - 11:14 AM.
#44
Posted 30 December 2016 - 06:51 AM
#46
Posted 30 December 2016 - 09:54 AM
#47
Posted 04 January 2017 - 07:25 AM
Edited by Asher420, 04 January 2017 - 07:27 AM.
#48
Posted 04 January 2017 - 11:30 AM
#49
Posted 06 January 2017 - 03:51 AM
If your in a slow mover and your lights disconnect and are not brave then it's game over.
#50
Posted 06 January 2017 - 04:17 AM
I do see the problem with lrm's, not that i think they can't be overcome by gameplay but apparently thats hard for many casual and unorganised players as we find so often in pug's.
Ideally i would like to see the terrain of polar be a little bit more execcurated and pronounced so that assaults have some more options to take cover. There are many small paths and passages around this map, ideally for lights to sneak around, if these paths and passages were a little bigger / deeper so that bigger mechs can disappear a bit easier would already make it alot better. Perhaps a sparsely placed rocky features like we see on canyon. A bit of blend between polar and canyon would actually be pretty great i guess, like a flatter and stretched out canyon, focussing more on movement horizontal rather then vertically and jumpjets as seen on canyon.
Edited by B3R3ND, 06 January 2017 - 04:24 AM.
#51
Posted 06 January 2017 - 09:13 PM
they need to get close
This is what I tell the team of pugs when I'm in my 12 small pulse lazor stormcrow
So if the team is short ranged, we find some cover and don't peek till we see the whites of their eyes
Won many games that way in a short range mech on polar
#52
Posted 07 January 2017 - 02:44 AM
you need to play the mech that you bring, to the conditions your faced with .... to say that your always exposed to the enemy on polar highlands tells me that you hate the map so much, you haven't even bothered to learn it properly ... I've seen no shortage of short range brawl matches on polar .... but when you decide that something is above you ... its going to be ... and if you drop onto a map ... and 1/4 of the team wont try to play ... your pretty much assured a loss ... that's not to say that a game isn't actually recoverable, at that point ... your probably just shredding the dead weight ...
seriously, from the commanding position of my raven ... I see a lot of teams decide to lose .... theres plenty of terrain corridors throughout the map ... from one place to another ... that hide you from long range line of sight .... ive seen many two long range teams accidently get right next to each other a heap of times, and in that instance it just comes down to player talent to which side wins ...
polar is like a live fire training grounds .... it exists for you to master the basics, that's all you have to work with ... Polar was introduced at the same time as the ARCHER .... and guess what its got a lot of hardpoints for ... there are no accidents here .... if you cant evade LRM, you deserve to be staying in the lower ends of the battle, because your missing elements from the core .... you know what else was in that patch ... the raven narc was nerfed by 6s ....
people need to stop complaining about balance .... because real war isn't balanced .... I cant remember the last time someone equipped their enemy before going to war so they didn't have to feel so bad about it .... we need to be sticking to the lore .... because of the imbalance .... otherwise, we might as well just wait until someone else holds the license .... I'd much rather we saw 'advancement' than equilibrium .... like, how about some deployable chaff packs or something ... I'd much rather they worked on MORE MAPS, than reworking the ones we have, for little improvement ... crimson barely changed, and everyone other than me still hates terra .... seems fruitless to me in comparison to the bigger picture items ....
its a pity the community cant make maps ... because they would get churned out .... I'd like a map where we spent most of our time underwater, and LRMS lose all their fuel 30% faster .... or some of the old style underground caches, in like an escape scenario .... I want to get to battle around giant planetary dropships .... like the giant ring on tourmaline .... how about an asteroid .... isn't it a pity that the engine couldn't ever handle something like that ....
don't bog our dreams down trying to achieve the impossible on the things we already have .... you cant 'fix' something that doesn't have an 'actual' problem ....
Edited by TypicalDogAct, 07 January 2017 - 02:46 AM.
#53
Posted 07 January 2017 - 02:54 AM
iNfUsi0N, on 29 December 2016 - 04:51 AM, said:
i can confirm this ..lots of invisible ridges
these are issues with the LOD system ( Level Of Detail ) the ridge is not invisible at all, but at the range that it is from your mech, your pc has decided you wont be looking that far, and is cheating on using a lower detail texture .... it will happen less if you stop using the field of vision module, and staring off into the distance ... or you could turn up the settings .... and if that that still doesn't 'fix' your playstyle, then your gonna have to mess with a user.cfg and max out that setting ... but let me re-iterate ... the walls are not invisible ... when they are, you cannot walk through them ... theres heaps on grim plexus, in places your not meant to be attempting to walk ....
#54
Posted 26 January 2017 - 12:42 AM
#55
Posted 26 January 2017 - 08:20 PM
TypicalDogAct, on 07 January 2017 - 02:54 AM, said:
Cheers for the clarification.
Settings are at max and is still occuring. PCC/Gauss snipe bear is sad...
#56
Posted 27 January 2017 - 08:03 PM
#57
Posted 23 February 2017 - 12:57 PM
#58
Posted 23 February 2017 - 08:39 PM
In fact, the primary difficulty with this map is that many players refuse to adapt to it. Every place you want to go on Polar Highlands has a covered and concealed route to get there; you can achieve enfilading fire along any piece of cover with such routes. So rather than camping behind provided cover objects and staring droolingly downrange behind your battery of LRMs or ERPPCs, you have to pay attention to what the enemy is doing and move proactively to counter it. It's the only map in the game that rewards - very nearly requires - tactical maneuvering and awareness to succeed. When people complain that there's not enough cover near the standard places people fight, it means they don't understand the map and how to play it.
There is a serious weakness to the map, which is the depth of its cover. Polar is designed to be deceptively flat-looking, with a huge area of non-obvious cover available to allow people to move. But while it succeeds in this aim, the cover is too shallow to really provide counterplay for LRM fire. There's simply no way to avoid LRMs reliably here: a NARC Raven or TAG spotter can simply wreck your day, and if you didn't happen to get a Light on your team that's both equipped and willing to beat their spotters away from your team, you're stuck in an amazingly frustrating torrent of high-explosive rain.
This flaw is important, and needs to be fixed - but it's the only substantial flaw in the map.
#59
Posted 29 March 2017 - 04:55 PM
#60
Posted 06 April 2017 - 12:35 AM
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