We Don't Need New Maps!
#21
Posted 04 April 2017 - 02:52 PM
I'm not talking about old Frozen City, Terra Therma, or old Forest Colony... I mean the maps that are currently in-game that we never play.
Canyon, HPG, Mining Collective, Viridian Bog, Caustic Valley... each of these maps shows up once every 20-25 rounds. Even when they do, stinking Polar Highlands or Crimson Straight gets voted in anyway!
This is honestly the most frustrating part about the game currently.
#EvenOutTheMapSelectionOdds
#GetRidOfMapVoting
#22
Posted 04 April 2017 - 03:13 PM
Kanil, on 04 April 2017 - 02:32 PM, said:
How about a bigger HPG with the HPG compound just being part of it, think like Vitric Forge with the HPG compound in the center and various smaller outposts around it. Not a replacement for HPG, just another map with the tile set.
#23
Posted 04 April 2017 - 03:19 PM
Khobai, on 04 April 2017 - 10:13 AM, said:
When you find the enemy in the first 20 seconds of the game, thats not scouting.
We had that, but it's just a white graveyard of mechs that strayed too far, and got lurmed to death in the process.
#25
Posted 04 April 2017 - 04:40 PM
there are so many ways to win maps right now if people just look around and find the secret spots left out there for us to use.
so why bother with new ones ?
#26
Posted 04 April 2017 - 05:30 PM
Seriously, We need new and better maps more than ANYTHING else in this game.
#27
Posted 04 April 2017 - 05:40 PM
#29
Posted 04 April 2017 - 08:24 PM
cazidin, on 04 April 2017 - 09:43 AM, said:
I'd like an Urban style map, and maybe a few other new maps which WOULD add variety but given their cost and PGI's limited finances, are they really a good investment? To anybody who claims that we aren't getting new content, the Skill Tree (mediocre™ as it may be), New Tech, etc ARE coming out in the new few months. Maybe with IK.
*LRM carriers don't need to duck out of cover to fire at the enemy, but they will demand locks from those who do.
Strictly speaking on maps, I'm of the opinion that we don't need an absolutely huge mess of maps...however I do think we need some more variety. Urban settings, outer terrestrial maps (stuff like the moon, pluto, etc planets that are ice, rocks, various crazy things like the crystals/obsidian stuff we already got) and possibly even ridiculous things like interiors such as massive interconnecting cave systems, an indoor complex such as a huge facility, massive ship interior, or simply even similar to mining facility but more of a military base.
My personal preference is a map that actually gave a mix of UNDERWATER and other combat areas. Having water that causes certain weapon restrictions and obscures visibility both into and out of the water (murky probably) would make it fun for both in and out of water combat while not giving an advantage towards either.
Summary: Its not specifically that we need MORE maps, but in my opinion its that we need more VARIETY of maps.
Edited by MauttyKoray, 04 April 2017 - 08:27 PM.
#30
Posted 04 April 2017 - 08:55 PM
Dakota1000, on 04 April 2017 - 10:33 AM, said:
These things aren't mutually exclusive
Dakota1000, on 04 April 2017 - 10:33 AM, said:
Doesn't this already happen to a lot of people playing 54kph assaults anyways? And people don't seem particularly put out by it.
#31
Posted 05 April 2017 - 05:34 AM
Quote
except I didnt say it should take 2 minutes to find the enemy
I just said it should take more than 20 seconds
there is a middleground. where scouting can still be a legit phase of the game. instead of not being a phase at all.
Quote
no weve never had that.
polar highlands fails because its an empty map that PGI didnt fill in with proper cover elements. Like crashed ships and things to hide behind for LRMs.
And the large invasion maps fail because the attackers have to walk a ridiculously long way to reach the defenders who camp their base the entire game. And theres never any need to scout because you always know where the defenders are: camping their base. because they gain every advantage by doing so and have no reason not to.
do large maps properly and they will work.
Edited by Khobai, 05 April 2017 - 05:43 AM.
#32
Posted 05 April 2017 - 06:30 AM
While far from my favourite game these days, a great example of this Team Fortress 2. A big reason the game still has such a huge community 10 years after release is the success of its community content program, keeping the game fresh - 90% of the popular maps were created by the community.
Maps don't make money for PGI? Fine, why not let players to create content in the SDK and then curate it instead?
Edited by Dahoota, 05 April 2017 - 06:35 AM.
#33
Posted 05 April 2017 - 07:17 AM
Suko, on 04 April 2017 - 12:19 PM, said:
Regardless, new maps ARE a necessity. I personally don't care if they "play" different from existing maps. I just want to have something new to stare at. Others have recommended doing something like take Polar Highlands, but make it a temperate climate and add some small groves of trees and water features. It might be neat if PGI looked at some of the old Board Game maps and used them as "inspiration" for new maps.

(I want a map that feels like this. That would be nice.)
So, I shouldn't wear my favorite shirt year-round?
I see.
OK. Seriously, yeah variety is nice and I'm not saying that new maps wouldn't be good or fun for about a week or two, but I'm trying to point out that PGI's map designers will either have a map where you TURN LEFT or RUSH TO THE CENTER with nothing inbetween. It may favor long range, it may favor brawls, but the end result will ultimately be the same with how they develop maps and how gameplay works.
#34
Posted 05 April 2017 - 09:49 AM
If you don't know there the enemy is, camping in the base is the best you can do...
IMHO each map needs a attacking side (coming with dropships) and a defending side (spawn on the map).
Assault:
only the defending side has a base, there are 3 possible locations for that base (Alpha, Beta, Gamma) , and the actual position of the base to defend will be randomly determinated at the begining of the match.
Both sides have to move to the base, and both side hat to use scout mechs to find the enemy.
Conquest & Skirmish:
same as now
Domination:
same as now, but without the 4 secondary objectives...
#35
Posted 05 April 2017 - 12:42 PM
Quote
I agree ecm shouldnt grant stealth
but I dont see how radar derp killed scouting, for radar derp to work you have to have detected the enemy in the first place
#36
Posted 05 April 2017 - 04:04 PM
They have elevation changes
Bog have a lot of cover. Canyon.. meh.. but not zero cover just not as much.
Both have choke points, and lanes to flank.
I'd love more maps built like Canyon and Bog, but larger, much larger. 'Make scouting great again!'
Please PGI...
Pretty PLEASE.
Enjoi
Edited by Flak Kannon, 05 April 2017 - 04:05 PM.
#37
Posted 05 April 2017 - 04:28 PM
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