Why So Many Maps For Qp
#1
Posted 10 October 2017 - 06:51 PM
what's the point having a map with many avenues and approaches if no one uses them, waste of map resource.
So why not just have one map for QP, skirmish . . since that's all everyone is doing anyways
#2
Posted 10 October 2017 - 06:56 PM
But I'm gonna go out on a limb and guess this is one of 'those' threads, and as such, an actual discussion isn't what you desire.
#3
Posted 10 October 2017 - 07:35 PM
#4
Posted 10 October 2017 - 07:40 PM
what's the point to having options if no one is using them
#5
Posted 10 October 2017 - 07:47 PM
Xaat Xuun, on 10 October 2017 - 07:40 PM, said:
Because they don't? Just a few examples of the typical 'strat' for maps...
-Terra Therma is a central brawl on pretty much all modes
-Frozen City Domination/Conquest feature running battles in the city portions that usually turn into a series of flanking manuevers (Non-NASCAR)
-Grim Plexus (All Modes) has two main push avenues, and depending on whos on what side, pushes frequently happen on either one (And one of the avenues can be pushed in both directions)
-A bunch of crap happens on Tourmaline (Most of its stupid, but its varied for sure)
Of course, there's the HPG/Caustic/Mining NASCAR trifecta, but that's not every map, and it's an argument to remove some of those from rotation, not all of them.
Xaat Xuun, on 10 October 2017 - 07:40 PM, said:
People do use them.
So I guess that's the end of it.
Edited by Bombast, 10 October 2017 - 07:48 PM.
#6
Posted 10 October 2017 - 09:33 PM
Xaat Xuun, on 10 October 2017 - 07:40 PM, said:
what's the point to having options if no one is using them
It's a natural thing, an evolution of herd instinct and self preservation, and it happens everywhere.
The steps you take in your average PUG match are a trail blazed by the blood of countless pilots. It's like a standard operating procedure in the military; sometimes it gets written because it's common sense, sometimes it gets written because enough people died to warrant writing something down.
It doesn't matter how many game modes and maps you make for MWO - sooner or later, standard strategies are going to develop for them, as they do in just about every multiplayer game - and if you don't want to follow them, all you need to do is prove yourself a capable or convincing enough leader to steer the herd outside their comfort zone.
#7
Posted 10 October 2017 - 09:39 PM
Bombast, on 10 October 2017 - 07:47 PM, said:
Truer words were never spoken. Many people dislike that map, but I kind of love it - one of the few maps we have that can steer the herd in different directions.
There comes a point in just about every fight there where first contact starts near where the dish would be in domination, then everything descends into awesome chaos. Benny Hill music should play the instant anyone enters that gridsquare.
#9
Posted 10 October 2017 - 11:04 PM
Kiiyor, on 10 October 2017 - 09:39 PM, said:
Most that I see tend to devolve into rushing/nascarring the central spire area or involve a death valley push/fight. It is a bit more open than some maps though for sure, so there is potential for more weird instances.
Khobai, on 10 October 2017 - 07:35 PM, said:
I don't even know about this anymore, much of it is player driven, even with boosted objectives rewards and the like people will often fight because it is more fun than not fighting.
The objectives still matter though and make a decent enough difference to enough games, I just think people aren't gearing up their robots to not fight in the large majority.
How would you go about changing it for example?
#10
Posted 10 October 2017 - 11:09 PM
Bombast, on 10 October 2017 - 06:56 PM, said:
But I'm gonna go out on a limb and guess this is one of 'those' threads, and as such, an actual discussion isn't what you desire.
This
(I notice I'm slowly making a habit of just signing Bombast's post. Very comfy
#11
Posted 10 October 2017 - 11:25 PM
Xaat Xuun, on 10 October 2017 - 06:51 PM, said:
what's the point having a map with many avenues and approaches if no one uses them, waste of map resource.
So why not just have one map for QP, skirmish . . since that's all everyone is doing anyways
Sarcastic OP being sarcastic..
#12
Posted 10 October 2017 - 11:55 PM
Xaat Xuun, on 10 October 2017 - 07:40 PM, said:
what's the point to having options if no one is using them
You mix up modes and maps... but anyway:
The most maps offer good opportunity for tactical play. And it is used. So many games when our lights splitted the enemy team with continuous harass on the enemies assault point. Or one of the teams won a conquest match by points with no man alive. Even a simple skirmish offers nice possibilities for tactical play...
You complain about deathball? No tactics? But you, YES YOU, can change it. Use your voice, work out a good tactic, and make calls. The pugs QuickPlay are really thanksful for well formulated, precise and calm calls in most cases. So stop complaining, take a seat in your mech and be a commander...
But let me guess, it is easier to complain in forums then to organize a game...
#13
Posted 11 October 2017 - 12:23 AM
Xaat Xuun, on 10 October 2017 - 06:51 PM, said:
what's the point having a map with many avenues and approaches if no one uses them, waste of map resource.
So why not just have one map for QP, skirmish . . since that's all everyone is doing anyways
Not all matches play that way. Less than you may think.
#14
Posted 11 October 2017 - 01:58 AM
#15
Posted 11 October 2017 - 03:17 AM
if it was possible to make the drop areas change it could get us to use portions of the maps we normally don't use.
#16
Posted 11 October 2017 - 03:26 AM
#17
Posted 11 October 2017 - 05:34 AM
#18
Posted 11 October 2017 - 01:09 PM
Xaat Xuun, on 10 October 2017 - 06:51 PM, said:
what's the point having a map with many avenues and approaches if no one uses them, waste of map resource.
So why not just have one map for QP, skirmish . . since that's all everyone is doing anyways
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