Frozen City: The Worst Map That Has Ever Seen Light
#21
Posted 26 September 2017 - 11:14 PM
#22
Posted 26 September 2017 - 11:29 PM
#23
Posted 27 September 2017 - 12:04 AM
disadvantage. And that area also offers too much sight into the frozen city at all, so youc na observe and block a large part of the map from that area.
While thsi makes up for some nice challanges sometimes it is objectuively not a good map with this feature as it really doesn't makes a "fair" setup.
Edited by Lily from animove, 27 September 2017 - 12:07 AM.
#24
Posted 27 September 2017 - 12:46 AM
Commander James Raynor, on 26 September 2017 - 04:49 PM, said:
The problem is that pushing is usually a bad idea. Of course it will go well sometimes, but even a broken watch gives the right time twice a day. Most of the time, you have to cross with your fingers crossed or wait for the other team to corss and snipe them all the way. It is a frustrating and poorly designed map.
My problem isn't even with geting stomped, because I lose the same number of times as I win. The problem is that even the wins usually start with waiting for eachother behind buildings.
there is never a bad time to push when half of the team turns around to deal with a squirl (im usally playing this role) squaking for my team to push a line which is a 50/50 if they listen to me or worse yet only 3 people listen
#25
Posted 27 September 2017 - 02:28 AM
I feel there is a severe laziness on the side of the players that are unable to make every range bracket viable because I am able to do so. I am not a master tactician. But there is plenty of cover to make every range bracket of build work (not to be confused with bracket builds, which are terribad). I've been part of teams that got rolled when the enemy pushes across the chasm and part of the teams that did the rolling. I've been part of teams that successfully defend as well. I've enjoyed the skirmishing that sometimes happen on the far side of the map at the edges of the buildings and the wide open no mans land to the west and domination fights for the center have been insanely fun as both short range and long range mechs.
I think someone nailed it on the head when they said the map does one thing the best, and is why I enjoy it so much as well; It takes pugs outside of their comfort zone. This is not a bad thing. Taking people outside of their comfort zones occasionally means they are actually challenged or faced with a challenge. This brings so much to a game and makes matches dynamic, alive and different.
Again this in itself is not a bad thing and should not be confused with just plain bad design like a one sided map (initial domination alpine anyone?) or most of the pre redone terra therma conquest/assault matches. I mean yea there was some really good fights on terra therma back in the day in the thunder dome but too often on conquest or assault it'd just end up in a base race with little contact or chase the squirrel across the biggest and most uncomfortable map. Not a fan of Conquest Polar either on that note but at least it's not a popular pick. But I digress.
Frozen City is one of the better designed and more dynamic maps we currently have. It makes use of the most of it, more than just about any other map we have. Yes I've had some bad matches on it, I've had bad matches on every single map in the game but in frozen city it's always down to dumb players making bad decisions and not because of the map being bad. It's a map that challenges you as a player in a *good* way and some people have a problem with that because they are unable to answer that challenge due to laziness, impatience or lack of critical thinking.
#26
Posted 27 September 2017 - 02:51 AM
#27
Posted 27 September 2017 - 04:15 AM
Commander James Raynor, on 26 September 2017 - 02:36 PM, said:
Add to that the fact that it promotes long range builds like gauss/PPC or ER large lasers, which I hate with a passion. This last thing is not an objectively bad thing, it´s just something I dislike, but the stagnant games thing, that's a fact. Why are they (developers) or we (the players) not doing anything about it?
What I mean is: please, erradicate this map from the face of the earth. Get back to the old one, destroy it, rework it (but REALLY rework it). I understand that the developers can't go "ok, we did something awful, we're gonna take it back", because it looks bad, but once in a while they're bound to screw a map, and this is the case. It has gone on for too long and it's only healthy to admit it.
You know what, now that I think about it, just changing the spawn points would do wonders, like they did with incursion mode, Just get rid of the chasm.
I normally play long range sniping. Once, I built a brawling Linebacker, got dropped into Frozen City.
I happily and sneakily crossed the chasm, flanked the enemy, killed two and had a lot of fun.
In an unskilled Linebacker with an unfamiliar play style.
This single experience for me pretty much invalidates your whole post.
The chasm IS crossable as a brawler. At least not worse than on other maps. Meaning Frozen City is a normal / good map.
As for the rest: L2P.
Edit:
And for the love of god, please get an original nickname. Cheesy names like that make adult persons' eyes bleed.
Edited by Paigan, 27 September 2017 - 04:16 AM.
#28
Posted 27 September 2017 - 04:32 AM
#29
Posted 27 September 2017 - 10:19 AM
Assault is doubly terrible in QP...where it becomes basically a "which team brought the most Erlarge/ppc/gauss snipe-fest"....while the mid and short range guys sit around playing cards until one side gets bored enough to push.
Domination is more of a "which of you lights wants to go take one for the team?" mode...but at least both sides have to expose themselves to fire...so it requires courage and decent positioning. So, I don't hate it.
Conquest is tense on this map and works pretty well, as whoever can keep theta the longest generally wins. But again, if you are the guy trying to cap theta...you are going to take some hits.
Skirmish works ok.....so does incursion.
Now, when I get snow flurries, plus assault-mode...that always makes me feel personally trolled by PGI.
#30
Posted 27 September 2017 - 10:29 AM
I would love it though if they included old Frozen City as part of the rotation when they go back to 8v8.
Edited by MechaBattler, 27 September 2017 - 10:29 AM.
#31
Posted 27 September 2017 - 11:37 AM
This is a good thing. It's a nice break from the endless votes for Grim Plexus I end up with until I can x12 override it for something different.
#32
Posted 27 September 2017 - 11:50 AM
#33
Posted 27 September 2017 - 12:06 PM
#34
Posted 27 September 2017 - 12:07 PM
terrycloth, on 27 September 2017 - 12:06 PM, said:
most of the maps could do with a circle re-positioning for domination.
#35
Posted 27 September 2017 - 06:05 PM
The issue with frozen is that people dont know how to play it, and everything from snipers to brawlers have the ability to get into their optimal range. I wont say it isnt a little biased towards sniping, but there are methods to get across the massive valley without eating tons of sniper fire (the far edges, and if you are very fast you can even go straight down the middle and use the cover there to minimize enemy fire).
really the only mode i HATE on that map is assault, since it almost always turns into a campfest where noone is willing to attack the enemy, and most of the time the game ends in teh least patient team rushing mid and dying horribly, or it ends in a base cap when one team tries to flank far side of valley and then the enemy cuts across mid and caps the base. Other then this, most of the gamemodes are fine. Even domination is fine imo, aslong as the team isnt stupid and sends everyone down into the circle (common problem on not just frozen, you need 1-2 mechs in the circle, everyone else should be focused on shooting enemy that pushed those in circle).
#36
Posted 27 September 2017 - 10:30 PM
Also, puggie assaults are dumb. They often just bumble straight ahead to the enemy gens, waste minutes of precious time being half the map away from the fight, waste another precious 20 sec taking down a generator, then wander down into the chasm to get obliterated.
#37
Posted 28 September 2017 - 03:45 AM
Commander James Raynor, on 26 September 2017 - 02:36 PM, said:
Add to that the fact that it promotes long range builds like gauss/PPC or ER large lasers, which I hate with a passion. This last thing is not an objectively bad thing, it´s just something I dislike, but the stagnant games thing, that's a fact. Why are they (developers) or we (the players) not doing anything about it?
What I mean is: please, erradicate this map from the face of the earth. Get back to the old one, destroy it, rework it (but REALLY rework it). I understand that the developers can't go "ok, we did something awful, we're gonna take it back", because it looks bad, but once in a while they're bound to screw a map, and this is the case. It has gone on for too long and it's only healthy to admit it.
You know what, now that I think about it, just changing the spawn points would do wonders, like they did with incursion mode, Just get rid of the chasm.
Or maybe you should just stick to Starcraft...
#38
Posted 28 September 2017 - 04:12 AM
#39
Posted 28 September 2017 - 07:52 PM
is not a map for the "Im bad Aim and only brawl" playergroup, with nothing Tactical Awarness ..its not a Map for fast "run in the Reds" Gamesstyle for People thats will jumping very fast from match to Match and from Action to Action..its not UT
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