lazorbeamz, on 19 November 2017 - 10:08 AM, said:
Why does everyone always pick grim plexus? everyone is a poptart/laser poke?
I don't know why anyone else picks Plexus, but I pick it for the same reasons I pick Frozen and Tourmaline: it has a good balance between cover, accessibility (your positioning and maneuvering
aren't severely limited without jets), and plenty of room to maneuver around teammates (and, once the brawl starts, enemies) without blocking or getting blocked. It also lacks the 'Mech-stopping ground clutter that still plagues maps like Forest, Caustic, and Bog.
Compare to maps like Canyon and HPG, where there are many 'soft' choke points where teammates can easily block access to the most useful ramps and cover, or where one bad turn can leave a 'Mech without jets stuck in a low ground position that could take a significant amount of time to maneuver back out of.
Greater freedom of movement, to me, makes the map more fun to play. I don't feel locked to a single favorable position, I never feel as though I'm competing with my own teammates for firing lanes and escape routes, and when I blunder into a bad position and get killed because of it I know it was because
I screwed up and not because I
got screwed by bad map design.
For domination, though... I don't really like the mode in general, but the objective placement on Plexus and Frozen is awful. On both maps, it's right in the middle of the
worst position on the map, and whoever makes the initial run for the circle is almost invariably left exposed there for several minutes while their team is busy jockeying for position. If you don't go for it, your team will lose very rapidly, but if you do you're often stepping into an early grave and sacrificing your own score (and payout) for a bunch of unappreciative nitwits who'd rather play it safe. The circle needs to be relocated to another position where there is more cover for the 'Mechs taking the point, and if necessary the drop points can then be rearranged so that the objective remains roughly equidistant between the spawns.