Why I Hate Polar Highlands
#41
Posted 13 June 2017 - 01:11 PM
The map is very pro clan as it is cold, open and allows for plenty long range engagements and even though the map is big, the fighting almost always ends up right in the middle of the map (like most maps).
#42
Posted 13 June 2017 - 02:12 PM
It feels more true to how I imagine battletech in the novels. It's landscape that seems real vs video-gamey. No obvious choke points.
Polar Highlands is how I imagined CW would be. Scouting is important. There's space to be creative. It isn't just 2/3 lanes.
I like the arena maps also, but it would be great if they make more like Polar.
#43
Posted 13 June 2017 - 02:35 PM
MrSomaru, on 13 June 2017 - 06:34 AM, said:
I like this because I can think of several battles in the past few days in which the heavy or assault mech who decided to go capture cost the team the battle, and eventually died alone or (in my mind) was executed by firing squad after the other team decided to go capture instead. If I am in a fast mech and notice this behavior, I will run back to where the slowboats are capping, make sure it is capped to 100%, and then we can all start again with the enemy having taken the center/high ground. EDIT: I don't like Polar Highlands because it is hard to herd the dinosaurs if they are not on your minimap.
Edited by Magnus Santini, 13 June 2017 - 02:42 PM.
#44
Posted 13 June 2017 - 03:00 PM
MY team sat at 350 meter just getting hounded and just cried the WHOLE time WHILE STANDING STILL IN THE OPEN saying LRM;s are so OP, i hate this map yadda yadda.
When i told them LRM dont work well at close range and we should close distance on them before we die all i heard was moan and complaint about using the W key and that "you cant close range with them" "how is that even possible?"
So it seems more of an issue with the intelligence level of most players who play this game and not the map or mode. I win that map and mode just fine with no LRM's when the team is willing to push these mechs and not fight them at their most effective range.
You cant fix stupid.
Edited by Revis Volek, 13 June 2017 - 03:00 PM.
#45
Posted 13 June 2017 - 03:08 PM
Prototelis, on 13 June 2017 - 01:01 PM, said:
Sometimes its impossible to see without heat vision, and heat vision kind of sucks.
Going to be honest, I hate people like you.
I am firmly convinced that the reason we don't see some of the maps being played is because people can't cope with environmental effects. I mean sure it sucks on Forest City when you can't see because of the Fog and low tree cover but that is the challenge of the map and makes things interesting. In fact there should be challenges like the sun glaring off the snow on Polar and blinding you that you have to overcome. It should never alway be clear, bright and sunny.
#46
Posted 13 June 2017 - 06:03 PM
Magnus Santini, on 13 June 2017 - 02:35 PM, said:
I like this because I can think of several battles in the past few days in which the heavy or assault mech who decided to go capture cost the team the battle, and eventually died alone or (in my mind) was executed by firing squad after the other team decided to go capture instead. If I am in a fast mech and notice this behavior, I will run back to where the slowboats are capping, make sure it is capped to 100%, and then we can all start again with the enemy having taken the center/high ground. EDIT: I don't like Polar Highlands because it is hard to herd the dinosaurs if they are not on your minimap.
What made me sad, was that it worked. It shouldn't have. It's one of those "Really? seriously...?" moments.
#47
Posted 13 June 2017 - 11:30 PM
#48
Posted 14 June 2017 - 06:18 AM
Viktor Drake, on 13 June 2017 - 01:00 PM, said:
I actually enjoy most of those maps to be honest though they all have the same issue that I speak up. Forest Colony has one area where all the mechs gather, basically that series of 3 hills right in the center. If the terrain was more broken up and less challenged to that one area, the map would be amazingly fun. Virdian again the same issue. The fight always takes place around those two high mountainous plateaus. If they got rid of the dominating features, the battles would take place all over the map and be alot more fun. Frozen City gets ruined by the big open bowl in the middle which generally forces snipefests across the bowl rather than more fluid fights. However when the fighting get into one of the city sections on either side, the brawl is amazing. If they would just flatten out the bowl and add in tons of building or hell just add in tons of building in the bowl so you had cover when crossing it, the map would be tons more fun. River City would be alot more fun if it was just City without the River and without the Citadel.
Honestly that it the problem with virtually all the maps. Too many dominating terrain features and/or too much channeling of movement into choke points or very exposed areas. Mechs like real life Tanks don't like fighting in those areas. They are mobile weapon platforms and they want to be able to fire and move and honestly just like tanks would tend to avoid the type of maps we see in game if at all possible. I mean I think PGI and maybe most other people forget that your typical mech regiment is supported by tons of infantry and vehicles just like an Armored regiment does today. Those are the units that move in an hold/take these crazy map, not mechs. Hell I can only imagine what a company of infantry carrying around shoulder fired inferno missiles could do to mechs trying to operate in those tight canyons on Canyon Network, I know it wouldn't be pretty.
You dude, pointed out exactly what i said earlier about what made Polar Highlands great. Terrain that gives you cover and flexibility of mobility throughout. PH is all those things, it only doesnt provide cover against lrms but thats the issue of the weapon. I would much rather they fix an unbalanced weapon system rather than **** up the best map in current rotation.
Edited by Lordhammer, 14 June 2017 - 06:19 AM.
#49
Posted 14 June 2017 - 07:26 AM
.... and then I vowed to hate the Polar Highlands map forever more. I save my multiplier score just to vote "agin it". I'll take any other map, even Terra Therma or Forest ... doesn't matter.
#50
Posted 14 June 2017 - 07:35 AM
OK so you are having issues with Polar Highlands and you brought a brawler. Most likely 270 m range. Well here is my advice for this map patience. Yep very simple to say but tough to do. Stay in cover, and eventually both teams will meet. Then use your brawler to brawl, but you should not push on this map in a brawler right from the start and here is why.
On Polar Highlands the two forces usually spot each other, then form gun lines. They poke and trade for a few minutes, while moving closer to each other (but they do it slowly and during this stay in cover but keep moving closer with your team). Then eventually the teams meet and bam start blasting.
Now the reason why you do not push on polar right at the start is because of lack of cover. You usually have to follow trenches on the flanks or ridges to get around which spreads you out.
Edited by Clownwarlord, 14 June 2017 - 07:37 AM.
#51
Posted 14 June 2017 - 08:05 AM
Clownwarlord, on 14 June 2017 - 07:35 AM, said:
OK so you are having issues with Polar Highlands and you brought a brawler. Most likely 270 m range. Well here is my advice for this map patience. Yep very simple to say but tough to do. Stay in cover, and eventually both teams will meet. Then use your brawler to brawl, but you should not push on this map in a brawler right from the start and here is why.
On Polar Highlands the two forces usually spot each other, then form gun lines. They poke and trade for a few minutes, while moving closer to each other (but they do it slowly and during this stay in cover but keep moving closer with your team). Then eventually the teams meet and bam start blasting.
Now the reason why you do not push on polar right at the start is because of lack of cover. You usually have to follow trenches on the flanks or ridges to get around which spreads you out.
You didn't touch on any of the problematic parts about the map. What do you do when you're narced and the lurms are flying at you?
Your post is pretty worthless to be honest
#52
Posted 14 June 2017 - 09:28 AM
Beautiful map, wasted on two types of playstyles and completely *** **** the third one unless you have some type of organization.
#55
Posted 14 June 2017 - 01:02 PM
Quote
Nobody shoots the UAVs, you get plowed. It can't work unless it's near you. Look up and shoot it.
Nobody shoots the NARC spotter, you get plowed.
I see this happen on Polar all the time, which is why my general response to a friendly being podded is to hunt down the spotter and bomb it to death ASAP. By comparison, I've been that NARC spotter in a frickin' Kit Fox, podded half the enemy team, and not a soul turned around as I dumped a UAV and skedaddled with a trail of burning enemy heavy/assaults behind me.
Situational awareness. Lack of it is fatal.
#56
Posted 14 June 2017 - 01:38 PM
Gwahlur, on 14 June 2017 - 08:05 AM, said:
Your post is pretty worthless to be honest
I see narcs one out of 30 games. Maybe.
Equipping narc and landing in polar highlands is like winning the lottery. If you get narced, it's the anti-lottery, but who cares. It's like complaining about headshots and lucky airstrike crits. What the guy said works in 90% of situations.
#57
Posted 14 June 2017 - 02:03 PM
Viktor Drake, on 13 June 2017 - 03:08 PM, said:
Going to be honest, I hate people like you.
I am firmly convinced that the reason we don't see some of the maps being played is because people can't cope with environmental effects. I mean sure it sucks on Forest City when you can't see because of the Fog and low tree cover but that is the challenge of the map and makes things interesting. In fact there should be challenges like the sun glaring off the snow on Polar and blinding you that you have to overcome. It should never alway be clear, bright and sunny.
Other maps have low visibility, yet don't produce a "challenge" as great as polar. You pointed out a great example in Endor. Love that map, but I'm pretty sure that ones gets skipped because of framerate issues some people have with it. DagoBog at night with rain is another great example of a low-vis situation that is fun and challenging.
Low vis is neat and definitely adds another layer of challenge; blinding ice fog is definitely a not-fun way to go about that. And this is probably just a me thing, but I definitely have trouble with being able to see lighter colors. I can barely see the clan reticle on Polar when its in full bloom mode.
I think a huge blizzard would be a lot more fun way of doing low-vis on polar.
#58
Posted 14 June 2017 - 03:03 PM
over the last two days I played almost Grim plexus exclusively. I may have had tormaline desert 1 and HPG 2 times....other than that the game is mechwarriors of Grom Plexus all day everyday.
I really miss other maps...I used to really like the jungle map...can't even remeber the name now because I NEVER SEE IT..
that and Terra Therma...minority i'm sure but I loved it.
Edited by Bigbacon, 14 June 2017 - 03:04 PM.
#59
Posted 14 June 2017 - 03:25 PM
MrSomaru, on 12 June 2017 - 08:25 PM, said:
My two cents. Feel free to hate on me, lol.
The problem is that you can't expect people to immediately push with you in PUG games, especially when you only have a vague idea of what kind of weapons your teammates have until after you're dead and you can spectate them.
If you can't expect people to push with you immediately, then all you're doing is charging into a firing line to die uselessly, especially as a slow assault.
I would suggest that if you want to engage the enemy that much then you should try a much smaller, much faster mech, but if you must be playing a big mech then maybe try something like this VTR-9S brawler or this TBR brawler or whatever else that can go ~80-90 KPH.
Edited by Pjwned, 14 June 2017 - 03:25 PM.
#60
Posted 14 June 2017 - 08:54 PM
CtrlAltWheee, on 14 June 2017 - 01:38 PM, said:
Equipping narc and landing in polar highlands is like winning the lottery. If you get narced, it's the anti-lottery, but who cares. It's like complaining about headshots and lucky airstrike crits. What the guy said works in 90% of situations.
I see narc every second game. Easily. Before skilltree i would have agreed, but now it's a different thing.
The recent surge of LRM users thanks to skilltree lead to a lot more narcs on the field on polar getting voted for way more often. Around 4 times more LRMs than before the skilltree (wild guess, don't pin me down on it) leading to narc being a lot more attractive to take and polar to being one of the most voted maps.
Brain Cancer, on 14 June 2017 - 01:02 PM, said:
Between ECM, 800m tag range, improved narc and this communities average inability to hit lights, it's highly unrealistic to expect the spotter to be hunted down before he spots for like 6 time his own hitpoints worth of LRM damage on Polar.
With narcs duration and enough LRMs on the field (which you can basically count on nowadays), every mouseclick he does, means a dead assault on Polar unless there is a massive amount of AMS.
Getting narc'ed on polar is a death sentence, and there is literally nothing one can do about. People keep saying "don't get narced" or "kill the narcer first", but i'm pretty confident i could narc everyone who claims this 100 times in 100 tries on polar before they kill me.
Edited by meteorol, 14 June 2017 - 08:56 PM.
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