yaay, on 01 January 2017 - 06:37 AM, said:
nearly every single account of 'but you can brawl on polar!' here is reliant on a multi-stage plan of spotting, maneouvreing and pushing that hinges on the mythical perfect PUG group that acts like a drop group.
The lurmers and snipers on the other team just need a spotter and a low hill to poke from.
It's not unreasonable to require some coordination on a few maps. The vast majority of maps are very "solo pug" friendly with tons of vertical cover tight confines and tiny play areas. And seeing how we get to vote for the map used we more often than not get these simplified map layouts to play on.
Crimson Straight. The map with two points of contact that both lead to the same spot. It has a huge platform to hide under as well as a large tunnel to move through largely negating LRM use and mitigating sniping.
Canyon network. The hidey pokey map the size of a postage stamp.
Mining Collective. another hidey pokey postage stamp
River City or...ring around the citidel as it's played most times. Loads of tight terrain and congested urban terrain to break locks and LOS.
HPG...in my opinion the worst designed map we have in rotation because the vast majority of the map is utterly worthless when everyone is playing in the same 4 squares. This map also pretty much negates LRMs because the tiny portion of map used includes a roof on the top of the"hill" and an enclosed low ceiling area that covers you from LRMs. I really dislike this map for it's overall lack of design variances.
Caustic Valley is fairly LRM friendly yet it's very easy to close range on this map because it's always played as ring around the cauldera in puglandia. This is the quintessential NASCAR track.
Forest colony...no one seems to like this map.I may play it one in 30 matches. It's also a poorly designed map because two thirds of the map are essentially wasted space due to no incentive to go there or being composed of open water with no cover. Dispite this it's very solo friendly and forgiving of idiots due to plentiful cover options.
Frozen City. Another hidey pokey map with essentially one wide avenue of approach. Extremely predictable game play and loads of vertical cover to poke from or dodge LRMs.
Grim plexis. this is another hidey pokey map with some slight ellements of NASCAR. Overall not to badly designed but still overly focused on the middle area of the map leaving large portions of terrain unused in general. Plentiful LRM cover including overhands and roofed areas providing LRM immunity.
Terra Therma...maybe one in 70 matches are played here...I have actually only played the new version four times since it's release. It seemed fairly balanced to several play styles and thankfully reduces the effectivness of the NASCAR and Pug zapper issues the previous map had.
So we have polar highlands and Alpine as outside factors that may require more tactics than 12 armies of one playing hidey pokey and hudeling under overly convient LRM cover that provides 100% immunity to that weapon system.
And perfect pug group? no not at all.
use the comms.
"hey let's do this..."
Bravo and Charlie lance stick together and go to grid XX and stay in cover keep low
Alpha lance go to grid XX and don't get killed
When we are set up when I say go Alpha lance moves in from their side and Bravo and Charlie move in from the other side.
SHOOT AT THE SAME GUY then call a new target. Alpha lance prioritize LRM mechs.
The average MWo player can grasp this it's not super complex.
Edited by Lykaon, 01 January 2017 - 02:35 PM.