I dont like the look.
I dont like that it is fundamently a sniping map.
Closing in to the enemy either makes you vulnerable for passing through great amounts of unprotected area or makes you move huge distances you cant afford to move for time reasons in not so fast Mechs.
Daytime seems always be the same...giving it the same boring look all the time.
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Grim Plexus Feedback
Started by Thorqemada, Jun 08 2016 03:11 PM
2 replies to this topic
#1
Posted 08 June 2016 - 03:11 PM
#2
Posted 06 July 2016 - 12:41 PM
I like the look.
I don't like that it is a sniping-focused map unless one team is coordinated enough to push early.
I disagree that closing to the enemy will always make you vulnerable. It is VERY possible to send a flanking force to the enemy's back via the outside ring. If it is made of lights/meds, it will reach it fast enough to be relevant and pull the heat off the front line for brawlers to push. There will always be fire taken when pushing up, but I feel that the enemy usually leaves one flank less guarded. Send that distraction team, then have some heavies push that unguarded flank. Assaults should wait until the enemy is in a brawl, though...
Just my thoughts
I don't like that it is a sniping-focused map unless one team is coordinated enough to push early.
I disagree that closing to the enemy will always make you vulnerable. It is VERY possible to send a flanking force to the enemy's back via the outside ring. If it is made of lights/meds, it will reach it fast enough to be relevant and pull the heat off the front line for brawlers to push. There will always be fire taken when pushing up, but I feel that the enemy usually leaves one flank less guarded. Send that distraction team, then have some heavies push that unguarded flank. Assaults should wait until the enemy is in a brawl, though...
Just my thoughts
#3
Posted 02 February 2018 - 07:18 PM
A team that works together has comms, and can follow a plan can win here. It is a hard row to hoe but I have seen/done it.
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