Jump to content

My Opinion On The New Bog


8 replies to this topic

#1 Impyrium

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,104 posts
  • LocationSouth Australia

Posted 20 July 2016 - 11:26 PM

I like it. Everything about it is better IMO. It wasn't a bad map before and the new layout improvements are only a good thing.

Visually the map looks a lot better and the removal of excessive clutter is good. The usage of lots of smaller trees along the jungle floor really helps the feeling of scale. Little touches like the glowing undergrowth and rainy weather make it look 100x better than before.

The time of day seems more interesting than other maps too- it's not just lighting, but entirely different types of weather. The lighting is also really gorgeous, which is surprising because I'm used to PGI really messing up their lighting and making everything look muddy.

Of course, the big controversial element is (and always will be) the fog. I gave it an honest go. Tried it at various times of day, experimented in testing grounds.

My honest opinion, which I'm sure is going to win me lots of love, is... man up. The fog isn't bad. It adds to the feeling of a bog and adds an extra level of variability to different map times. The reality is, this is supposed to be a closed in map, with limited LoS and claustrophobic areas. The fog is supposed to work like that. Quit complaining you can't see a distant mech as if it's your right to never have your vision challenged.

It is different to, say, Forest Colony where there are plenty of ways to look across the map, so the fog is a little more obnoxious there.

So to sum up, I think PGI did a good job here. I prefer it over the new Frozen City, but then again FC is just let down by that huge ravine which allows way too much LoS to the other side.

#2 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 21 July 2016 - 12:50 AM

But of course, what is there not to like on this map now?
With easy access to the hills from both sides two teams take those hills and stand there for 10 mins sniping and lurming.
Such diverse gameplay!
Such amazing map balancing!

Pathetic.

#3 Moonlight Grimoire

    Member

  • PipPipPipPipPipPipPip
  • The Moon
  • The Moon
  • 941 posts
  • LocationPortland, Oregon

Posted 21 July 2016 - 12:56 AM

View PostPhoenixFire55, on 21 July 2016 - 12:50 AM, said:

But of course, what is there not to like on this map now?
With easy access to the hills from both sides two teams take those hills and stand there for 10 mins sniping and lurming.
Such diverse gameplay!
Such amazing map balancing!

Pathetic.


Honestly the easy access to the top of the hills for both teams has curbed sniping and lurming as it used to be the side that had easiest access to the hills would just all jump up there and fire down from there. Now? Well you can't just back away from the ledge and hide from return fire.

Either way, love the changes, I want the variation of time of day and weather on every map to the degree that is on Bog now. I would also want more bio luminescence and other small light sources on maps that do reflect off of mechs, not just street lights, but, like, Moonlight (lol) on a bright night reflecting glints of light off of a mech who isn't in the shadows, stuff like that. Throw in having each time of day also have slightly different weather helps, even have weather that ebbs and flows differently during different times of day would be great (or randomly would be better).

I tip my metaphorical hat to the crew that did the pass on bog, you did a great job on making a decent map into a great map.

#4 Dago Red

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 672 posts
  • LocationOklahoma

Posted 21 July 2016 - 02:03 AM

It's really nice across the board. It both looks and plays noticeably better especially for non jump capable mechs while still feeling overall the same.

If they'd treated forest colony and frozen city the same way I'd be a lot less grouchy.

#5 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 21 July 2016 - 02:07 AM

View PostDago Red, on 21 July 2016 - 02:03 AM, said:

It both looks and plays noticeably better especially for non jump capable mechs while still feeling overall the same.


Don't you think that less agile mechs should have some problems navigating their way in a friggin bog .... you know?

#6 jss78

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,575 posts
  • LocationHelsinki

Posted 21 July 2016 - 02:19 AM

I always hated this map, so my first thought was, "great, now we get to play that *hithole -- in the dark and rain".

But I actually like it a lot better now. I think it's the reduction of clutter that makes it more enjoyable for me.

#7 Dago Red

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 672 posts
  • LocationOklahoma

Posted 21 July 2016 - 02:42 AM

View PostPhoenixFire55, on 21 July 2016 - 02:07 AM, said:


Don't you think that less agile mechs should have some problems navigating their way in a friggin bog .... you know?


What I think is that even the agile ones should sink like it's the swamp of sorrows if we're going there. That and while no drop commander would ever send an atlas into that terrain we unfortunately pick mechs first and maps second.

So for pure game balance reasons no not really.

#8 Clownwarlord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,410 posts
  • LocationBusy stealing clan mechs.

Posted 21 July 2016 - 02:52 AM

View PostPhoenixFire55, on 21 July 2016 - 12:50 AM, said:

But of course, what is there not to like on this map now?
With easy access to the hills from both sides two teams take those hills and stand there for 10 mins sniping and lurming.
Such diverse gameplay!
Such amazing map balancing!

Pathetic.

right ... Posted Image

Disagree, because there is plenty of cover for people to go and use to get close and personal. I should know I am playing in a Yen-Lo-Wang and I am able to get close and personal. If you can't then you are not trying hard enough. Posted Image

#9 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 21 July 2016 - 03:00 AM

View PostCaptain Luffy, on 21 July 2016 - 02:52 AM, said:

Disagree, because there is plenty of cover for people to go and use to get close and personal. I should know I am playing in a Yen-Lo-Wang and I am able to get close and personal. If you can't then you are not trying hard enough. Posted Image


You can get close and personal to silly stragglers sure. Now try to get close and personal to 9-10 mechs standing in nearly one spot. As long as they have half a clue they'll turn around the moment you start firing and you'd be dead in like 2 seconds, because its you and your buddy next to you in a SPL Nova (I've been mastering mine yesterday), while the remaining 10 mechs in your team are sniping from the opposite hill 1km away. Plus those hills literally have firing lines at nearly everywhere around them, especially the one they added the ladder to, so even getting close is a challenge in itself, which it shouldn't be on this particular map.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users