Rework Hoth
#21
Posted 31 January 2017 - 01:20 PM
The way it is now, in solo QP, if one team has LRM's especially with Narc, and the other team has no ECM, it is almost always a loss..
Move the dome point, to one of 3 corners.. the south west one is light on cover, but theta, and the two in the north are far better spots.. Just look how much better crimson is playing with the move.. Though honestly i wish they would move it a little more to c4.. Or the back side city, but it is far better than the upper platform.
Now if people want to fight over the middle in assault, or skirmish and not use the ample cover, well not much you can do.. But Polar really only has one mode that is a huge downside, and its DOM.
#22
Posted 31 January 2017 - 01:24 PM
I mean who in hell builds a bridge in a gully so steep, only tracked and off road vehicles can use the approach roads.
It could be a very good map just fix the depth of that gully and around half it's issues are cured
#23
Posted 31 January 2017 - 01:37 PM
Cathy, on 31 January 2017 - 01:24 PM, said:
I mean who in hell builds a bridge in a gully so steep, only tracked and off road vehicles can use the approach roads.
It could be a very good map just fix the depth of that gully and around half it's issues are cured
Bridges on Polar Highlands? Where is this at?
#24
Posted 31 January 2017 - 07:34 PM
Cathy, on 31 January 2017 - 01:24 PM, said:
I mean who in hell builds a bridge in a gully so steep, only tracked and off road vehicles can use the approach roads.
It could be a very good map just fix the depth of that gully and around half it's issues are cured
I suspect that gully was still a river when the bridge was built.
#25
Posted 31 January 2017 - 07:57 PM
#26
Posted 31 January 2017 - 08:39 PM
Mawai, on 31 January 2017 - 06:32 AM, said:
It my experience, your statement is mostly incorrect.
Polar does NOT have cover if you decide to walk directly toward the opposing team. True. This is exactly the same as the lack of decent cover across the valley on Frozen City (which I find has changed the average play on Frozen substantially). On Frozen you can go around the edges and the SAME is true for polar.
Polar has lots of connecting ravines that DO circle around the battlefield. Choose left or right and you CAN close the distance with the opposition without being exposed to a lot of fire. You just can't effectively do it by the usual method of walking straight at the red doritos representing the other team. The design of Polar forces you to flank to close range.
So the problem isn't so much the map but the lack of team play and coordination in the QP queue that makes the map more challenging because you have to circle push to get into brawling range. Folks hunker down in ravines on opposing sides of the central region and poke at each other.
PGI could add cover or ravines to the central portion of the map ... what would happen then is that folks would complain about how boring polar is since everyone rushes into the middle and just fights there. PGI left rolling hills in the middle to deter this type of play that is common on most other maps. The rolling hills do provide some cover ... just not enough for folks to play the peek and poke game in the middle.
If LRMs are such an issue, and I am not sure that they are, then PGI could add some steeper cliffs and ravines dotted around the map for folks to hide ... but honestly the best strategy is usually to keep moving and circle to close range.
Cover is not the same as concealment.
http://www.wideopens...-gunfight-pics/
Cover stops the missiles even when fired while concealment does not. Not everybody can benefit from concealment because either they are too slow to hide like an assault or they don't have the Radar Deprivation module yet. You can use trench tactic perfectly and still be shot dead in Polurm Lurmlands because of the LRM's firing arc.
Frozen City does have terrain elements that block missiles while Polurm Lurmlands does not. If you get narced, and no ecm, you die plain and simple. That's what we need to fix.
#27
Posted 01 February 2017 - 01:21 AM
#28
Posted 01 February 2017 - 01:37 AM
- No choke points
- No significant asymmetry
- Huge map
- No arbitrary borders restricting movement
- No real restrictions on movement at all.
The thing about any FPS is that people have different preferences. Personally, I hate HPG Manifold more than any other map in MWO, and most people love it. I find it incredibly dull and predictable. I try to put some effort into it, if I'm forced to play on the map, and I expect others to do the same on other maps. As a brawler, you don't like dropping on Polar Highlands (which is kind of weird to me, since most game modes on Polar Highlands are determined by brawling, but never mind that). When I'm playing a sniper or (rarely) an LRM boat, I don't like dropping on HPG Manifold. Such is life.
#29
Posted 01 February 2017 - 02:11 AM
Second, well Polar Highlands have plenty of cover, but then the thing is that they are usually not good covers, not good enough for LRMs. For a fast mech, paired with radar deprivation, you can quickly disappear with the sheer abundance of hills and cover, thats why it's imperative to keep moving. Once they know your location should you camp, you dead.
#30
Posted 01 February 2017 - 02:14 AM
#31
Posted 01 February 2017 - 02:18 AM
https://mwomercs.com...34#entry5334334
And then this post:
https://mwomercs.com...ost__p__5461592
.....which was posted in the last thread you made on exactly the same topic......
Edited by legatoblues, 01 February 2017 - 02:20 AM.
#32
Posted 01 February 2017 - 04:38 AM
The real problem isn't that certain maps don't accommodate all playstyles
but the fact that we can't choose a mech after map/mode voting.
What we need are dropdecks that let us pick 1 out of 4 mechs.
Limit the dropdeck to one weight class or even only one chassi, if balance is a concern.
To be honest though, the matchmaker is already so bad at it, that it probably wouldn't even matter if there was no limit.
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