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Grim Plexus Domination Is Bad


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#1 Scout Derek

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Posted 29 March 2018 - 06:41 PM

You know it, I know it, we all know it.

Move the circle to this spot, and the map with this game mode instantly becomes WAY more balanced.

Posted Image

Edited by Scout Derek, 29 March 2018 - 06:43 PM.


#2 Chortles

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Posted 29 March 2018 - 06:47 PM

  • Team 1 will reach F7 high ground first.
  • Putting the circle on the high ground means the low ground team will always have to push up.
  • The only cover Team 2 has are the tiny rocks at F6 and the trench, which puts that mech into a poor position.


#3 Cabusha

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Posted 29 March 2018 - 06:52 PM

So give the team that already has all the cover advantage...an even bigger cover advantage? Da fuq?

#4 The6thMessenger

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Posted 29 March 2018 - 06:53 PM

My experience with the mode and map is that, the Team 1 usually fails to push to the circle or give support as they only hang back, that leaves the circle only for Team 2.

#5 Bombast

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Posted 29 March 2018 - 06:56 PM

View PostChortles, on 29 March 2018 - 06:47 PM, said:

  • Team 1 will reach F7 high ground first.
  • Putting the circle on the high ground means the low ground team will always have to push up.
  • The only cover Team 2 has are the tiny rocks at F6 and the trench, which puts that mech into a poor position.



Presumably the far teams spawn would be moved in to compensate. If they both reach the hill at the same time, both can use it and the buildings as cover, fighting around it.

View PostCabusha, on 29 March 2018 - 06:52 PM, said:

So give the team that already has all the cover advantage...an even bigger cover advantage? Da fuq?


Both teams would have equal cover. The circle would 'dangle' off both sides of the hill.

EDIT: Seriously, literally anything is better than what Grim Dom offers now. **** it, give it a try, PGI. If we're going to play Grim Dom 45% of the time due to voting, it may as well be a half way fair fight.

Edited by Bombast, 29 March 2018 - 06:57 PM.


#6 Scout Derek

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Posted 29 March 2018 - 07:18 PM

View PostChortles, on 29 March 2018 - 06:47 PM, said:

  • Team 1 will reach F7 high ground first.
  • Putting the circle on the high ground means the low ground team will always have to push up.
  • The only cover Team 2 has are the tiny rocks at F6 and the trench, which puts that mech into a poor position.
  • Team 2 almost always reaches the circle before Team 1 with previous circle, whilest maintaining more and better cover than Team 1
  • Putting the circle on high ground means giving Team 1 more cover to work with. Team 2 always pushes into f7 on Skirmish/Assault and Domination generally.
  • The cover is more than enough; on the previous circle, Team 1 gets only two cover points and little to no cover when reaching the circle, effectively making it impossible to get in.

Edited by Scout Derek, 29 March 2018 - 07:28 PM.


#7 Kubernetes

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Posted 29 March 2018 - 07:18 PM

In my experience Team 2 wins 90% of the time if it pushes aggressively into F7. If too many hang back on the hilltop it loses most of the time.

Team 1 has to push into F6 aggressively, because the F7-G7 flat-top is a death-trap. Standing on top of there exposes you to fire from anyone standing on the reverse slope of F6-F7, so you either need to push up F6 aggressively or resign yourself to hanging back on the reverse slope of Beta (where you are no good to anyone).

I'd like to see them move the circle-- as well as spawn points for different modes-- on all the maps. If we can't have new maps, at least change it up a little bit, maybe once or month or something.

#8 Ruccus

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Posted 29 March 2018 - 07:33 PM

Not sure if this would work (it just came to me when looking at the pic) but would it help if for all Domination games we had small circles around alpha and beta that would halt the timer when occupied?

I'm thinking if you're trying to stop the timer but not trying to reduce the timer, hunkering down behind alpha or beta would help divide the enemy force and would provide a more legitimate reason to destroy alpha and beta (to elimitate their timer blocking abilities). At the start of the match the disadvantaged team (like on Crimson Strait) could just occupy alpha or beta quickly while the rest of the team sets up, and when you're down to fewer mechs retreating back to alpha or beta would be a valid tactic.

#9 Judah Malganis

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Posted 29 March 2018 - 07:33 PM

Quote

In my experience Team 2 wins 90% of the time if it pushes aggressively into F7. If too many hang back on the hilltop it loses most of the time.

Team 1 has to push into F6 aggressively, because the F7-G7 flat-top is a death-trap. Standing on top of there exposes you to fire from anyone standing on the reverse slope of F6-F7, so you either need to push up F6 aggressively or resign yourself to hanging back on the reverse slope of Beta (where you are no good to anyone).


It's amazing how that is common knowledge yet the team that spawns on the 10 side almost always makes a beeline to the city and just hides for the whole match.

Edited by Judah Malganis, 29 March 2018 - 07:35 PM.


#10 Scout Derek

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Posted 29 March 2018 - 07:39 PM

View PostJudah Malganis, on 29 March 2018 - 07:33 PM, said:


It's amazing how that is common knowledge yet the team that spawns on the 10 side almost always makes a beeline to the city and just hides for the whole match.


that's EXACTLY how the damned match plays out for team 1 90% of the time.

They just sit back in F8 Twiddling their thumbs while one by one the more competent players hop into F7 deathtrap telling their team to help them out.

The only way the team 1 wins is if the pugs have the Intelligence to know that they can't stay in F8 and push into F6, and let me tell you, it's pretty RARE when it DOES happen.

#11 Bombast

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Posted 29 March 2018 - 07:44 PM

View PostJudah Malganis, on 29 March 2018 - 07:33 PM, said:

It's amazing how that is common knowledge yet the team that spawns on the 10 side almost always makes a beeline to the city and just hides for the whole match.


I think everyone just gives up at drop. I know my capacity to give a damn about how the match plays out shrivels up and dies the moment I see its Grim Dom, no matter what side I'm on.

Edited by Bombast, 29 March 2018 - 07:44 PM.


#12 chucklesMuch

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Posted 29 March 2018 - 08:07 PM

Here's hoping that is one of the 'plethora' of maps/modes that is on Russ's polish list... for later in the year.

#13 Nightbird

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Posted 29 March 2018 - 08:09 PM

Your circle is too close to team 1. Just put the circle center in the square middle of F6/F7, both sides will have buildings/pillars for cover.

#14 Chimera_

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Posted 29 March 2018 - 08:48 PM

Your specific outline might push the circle from favoring one team to favoring the opposite team too much IMO, but something in between the two would probably be solid.

#15 WrathOfDeadguy

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Posted 29 March 2018 - 09:07 PM

Domination may be bad on Grim, but it's hideously bad on Frozen City.

#16 Jack Booted Thug

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Posted 29 March 2018 - 09:13 PM

Team 2 wins majority of matches, especially when they push F7. It is unbalanced.

#17 Roughneck45

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Posted 29 March 2018 - 09:20 PM

I dunno, I've won plenty from both sides. The real X factor is if your team has the balls to take F7 F6 area and put the pressure on. Team 1 usually loses if they stall out on the top. Team 2 usually loses if they are too slow to F7 or wrap around the hill in F5.

The buildings in H6 G6 could be a good spot if they adjusted the spawns accordingly.

#18 FireStoat

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Posted 29 March 2018 - 09:44 PM

A slowly rotating pee zone radius around an oval path is the only real solution. Same with Alpine.

#19 DAYLEET

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Posted 29 March 2018 - 09:47 PM

Make Dom circle completely random. That would make it interesting and fun.

#20 Vellron2005

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Posted 29 March 2018 - 11:24 PM

View PostScout Derek, on 29 March 2018 - 06:41 PM, said:

You know it, I know it, we all know it.

Move the circle to this spot, and the map with this game mode instantly becomes WAY more balanced.

Posted Image


Alpine peaks had a similar problem, and they solved it very successfully, by adding an additional hill for cover. They should do something similar here.

Add some more cover for the people pushing the low ground, that way, the cover situation is equal, and the people pushing the circle are not doomed to die a horrible quick death.





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