Jump to content

Solaris After A While


41 replies to this topic

#41 InspectorG

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Boombox
  • The Boombox
  • 4,469 posts
  • LocationCleveland, Ohio

Posted 29 April 2018 - 07:34 PM

View PostLightfoot, on 28 April 2018 - 08:49 AM, said:

The maps are too small. This makes the tactics one dimensional and repetitive which really takes the player out of the equation. This is why Solaris 7 is already played out. Each match is mostly a repeat of the first, every mech has the same brawler build, and almost everyone Legs because it is a primary attack method for short range. So you just drop and face-hug some mech.

Anyway, really surprised no one could foresee this result. Now if there were some full range maps players would not be so eager to mount the same brawler build on every mech, every match. Builds would be varied and unique and each match would be a surprise. The challenge level would soar, the mech variety would include every mech, or almost.


I can say the exact same about Solo: its all the same boring camp-long range snipe fest because brawling is sub-optimal and PUGs cant find the W key.

Same for Group but it would be map/objective specific if the Unit has a clue.

Solaris NEEDED to be smaller map to encourage Brawling.

#42 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 29 April 2018 - 09:14 PM

View PostInspectorG, on 29 April 2018 - 07:34 PM, said:


I can say the exact same about Solo: its all the same boring camp-long range snipe fest because brawling is sub-optimal and PUGs cant find the W key.

Same for Group but it would be map/objective specific if the Unit has a clue.

Solaris NEEDED to be smaller map to encourage Brawling.

thats than Turret Brawling :D two mechs fighting in a Bathroom





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users