Re: Tarogato vs Pariah
Having thought about it, it's going to be really difficult to use a map like this to consistently reward builds with arm-mounted weapons or make things right with dedicated jumpers (e.g. 6 JJ Victor or 6 JJ Grasshopper). The game is too inconsistent when it comes to hardpoint locations, torso mobility, arm mobility, etc. In an attempt to "punish" the Banshee for its lack of arm weapons, for example, you risk creating a map that caters to the Kodiak. Or you could try to create ideal circumstances for the Shadow Cat, but you end up only making the Hunchie IIC more dominant.
I think Tarogato is right that a totally flat urban map would probably be better for all the neglected mechs (e.g. Cataphract, Highlander, King Crab) because their low weapon mounts would make almost no difference (except that Kodiaks, Timber Wolves and Mad IICs can actually fire over friendly mechs, like medieval archer formations or Napoleonic musket infantry).
That being said, I'd still like to see something like elevated railroad tracks through the city, for the sake of mobility and brawling possibilities for mechs with jump jets. It could be a nice "get out of jail free"-card for light mechs being chased by certain Streakboats, for example.
![Posted Image](http://i.imgur.com/mGzHl7Y.jpg)
xengk, on 18 January 2017 - 02:28 AM, said:
Chalk it up to different in tier and timezone?
Polar:
1) Light/medium nascar to "flanking position", remaining mechs march to center.
2) Light/medium nascar to "flanking position", remaining mechs try to nascar, scattered.
3) Everyone march to center.
I see more variety on River City
1) Skirmish in uppercity
2) Skirmish in park/islands
3) Long trade at uppercity/spaceport
4) Long trade at gas/citadel water
5) Usual citadel
I wish I had the same experience when it came to River City.