He's not talking about spawn advantage - he thinks the Polar Highlands is too friendly toward long-range fights and LRMs.
Meanwhile, in the real world, Polar rewards teamwork, tactical mobility, and aggression - as opposed to maps like Canyon Network, which
can be used aggressively, but are very friendly to your typical, pants-wetting camper who thinks sharing armor is for the little people. =)
Snarky comments about CN, aside, the Polar Highlands is a hellish deathtrap for people who insist on playing it improperly. Since camping at long ranges and trading works well on other maps, they assume that all they need to do here is what they do on Canyon, Tourmaline, and just about everywhere else: move to contact with the enemy, find cover, and trade until one side or the other is weakened enough that it's safe to move forward and chase down the stragglers. There may be some maneuver (particularly for better players/teams,) but you're going to spend lengthy stretches holding down choke points and trying to catch the enemy on his weak side so you can roll him up. Again, this works on so many maps that it's all many players seem to know how to do.
Polar Highlands confuses the
daylights out of those people. They look for the cover and see shallow trenches and a few isolated clusters of buildings - most of the map is deceptively open, rolling terrain. This leads them to assume that Polar Highlands is a "sniper map," and they bring long guns and LRMs with the intent of fighting a long-range war with the enemy. If one side has a lot of LRMs (which tends to happen, because map votes and the Thomas Theorem,) it can be a bad day for everyone - especially if you're one of the hordes who don't use terrain well and refuse to
vaccinate your damn Battlemechs.
But really, Polar Highlands doesn't have to go down like that. That rolling terrain, as I hinted, is
deceptively open - everywhere you want to go has a covered and concealed route to get to it. Those rolling hills may provide easy cover from one direction, once the enemy works around that cover, it's just an empty hillside devoid of cover. So you
can close on the LRM monkeys, and flank the SniperWarriors, and play the map as it was meant to be played; it's just not obvious (if not foreign) to most players who see the map. It also - and this is important - requires teamwork in order to get things done. Those covered and concealed routes aren't worth crap against LRMs if your team lets Light spotters crawl all over the landscape; if only three people flank the enemy's long-range dakka patrol, they're just going to back off of the hill and focus on the flankers (at which point the rest of the team
could move in, but will they? Hah. hahah. No;) if half of the team tries to play the map right, and the other half insists on camping, you're crippled, too - just like every other map.
So the reasons players hate Polar Highlands is that:
- It rewards a play style of aggressive maneuver that is - largely due to past map designs - unfamiliar to them.
- It requires Lights to do their jobs instead of hiding behind the bigger 'mechs or sniping silently from long range.
- The counter play options for long-range combat are inobvious and easy to screw up using.
So, to improve Polar Highlands, you don't really need to scrap the map or revamp it - you just need more obvious cues to show people how they should play. Most of the issues can be solved by deepening the low routes between the rolling hills, and adding/deepening some ravines and draws in order to provide workable cover when there's a spotter you can't chase down. Doing that would improve an already good map - and would drastically improve the lives of the legions of players who just can't seem to learn how to use it.
Edited by Void Angel, 29 July 2016 - 07:19 PM.