Horrible
#1
Posted 23 May 2018 - 04:03 PM
All the tight bottlenecks created by the buildings makes defense stronger than offense, so that the team who loses patience first and pushes through generally loses the match.
Aesthetically, though, it looks pretty good. At least in the center of the map. The outskirts look kinda rushed and unfinished.
Please, PGI, make it go away.
#2
Posted 23 May 2018 - 04:21 PM
Those tight bottlenecks are only a problem for pushing if you push through only one of them. That's bad tactics on this map. You need to push through 2-3 areas at the same time. If the enemies aren't careful, they get flanked hard, and lose very quickly.
Also, this is firmly a brawling map. Long range weaponry does you no favors here. There is some good, and some bad to this. It's good that there is finally a map dedicated to brawling, so it gets rid of any valid arguments the "we need more brawling maps" crowd can put forward, but it does really shaft anyone not actually in a brawler. (and the IS has all the high-end brawlers)
#3
Posted 23 May 2018 - 05:41 PM
#4
Posted 24 May 2018 - 08:10 AM
#5
Posted 24 May 2018 - 08:23 AM
Zarock, on 24 May 2018 - 08:10 AM, said:
We already have multiple maps that are better for brawlers than long range... This is just one that makes long range weapons practically useless instead of just at a disadvantage.
#6
Posted 24 May 2018 - 10:08 AM
BTGbullseye, on 24 May 2018 - 08:23 AM, said:
which maps? most maps are pretty balance and you can play both, long and short range weapons. But on Polar you will have a hard time with short range wepons and long range has the advantage.
On which maps do you think one cant play long range weapons?
#7
Posted 24 May 2018 - 12:08 PM
#8
Posted 24 May 2018 - 02:02 PM
#9
Posted 24 May 2018 - 04:00 PM
Mr Andersson, on 23 May 2018 - 04:03 PM, said:
All the tight bottlenecks created by the buildings makes defense stronger than offense, so that the team who loses patience first and pushes through generally loses the match.
Aesthetically, though, it looks pretty good. At least in the center of the map. The outskirts look kinda rushed and unfinished.
Please, PGI, make it go away.
I would say it's the first map where durability, and therefor tonnage, is pretty much the only thing that matters. The team with tonnage almost always wins. There is very little room for speed - all it does is trap you faster.
I detest the map.
[edit] Oh, and PGI seems to be doubling down on the "not seeing **** is more fun."
Edited by Zibmo, 24 May 2018 - 04:02 PM.
#11
Posted 17 October 2018 - 11:19 PM
NEVER, ever select it. I can't believe some people still choose it.
I get disgusted every time I'm forced to play it, the map looks good, but that is all it offers.
#12
Posted 18 October 2018 - 02:08 AM
Edited by Old MW4 Ranger, 10 February 2019 - 05:34 AM.
#13
Posted 05 December 2018 - 09:55 PM
The railroads are silly.
But i really like the idea of a city map.
I'd prefer a chessboard building layout, but this one is fine for me :-))
#14
Posted 06 December 2018 - 08:02 PM
lots of flanking opportunities
#15
Posted 28 December 2018 - 07:34 AM
#16
Posted 09 February 2019 - 11:16 PM
It's simultaneously dark, gaudy, bland and frustrating - and those are its positive qualities - I know you're trying to go for a 'futuristic city at night' look, but those black & neon monoliths are awful!
There's no room for tactics; Comebacks are impossible outside organised teams and the 'snowball' effect of regular games is cranked up to 11 as teammates are frequently stuck taking a roundabout voyage if they fail to guess how fights (with zero visibility of the field and frequently close-quarters combat) are likely to progress.
There are a range of critical technical issues, mostly about poor performance, confusing and unnecessary choke points.
Team mates are forever getting stuck on things and each other, bumping through tight spaces, shooting each other accidentally in efforts to do _something_ before they're randomly picked off after one side happens to be unluckier and lose a couple more people than the other or find the opposition has accidentally wandered into an exposed flank.
Edited by Kynesis, 10 February 2019 - 04:17 AM.
#17
Posted 10 February 2019 - 05:40 AM
Edited by Old MW4 Ranger, 10 February 2019 - 05:44 AM.
#18
Posted 10 February 2019 - 09:22 PM
#19
Posted 17 February 2019 - 04:25 PM
#20
Posted 01 May 2021 - 11:37 PM
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