El Bandito, on 03 November 2018 - 10:21 AM, said:
Aside from frustrating lurmers that is--I have to give PGI credit for that. ALL fights that I was in happened within 10% of the map, smack dab in the center, making those tricky cul-de-sacs and hidden places on high rises dotting the map, and the waterways and open spaces on the out skirts completely useless.
Literally the only reason I would vote for that map is when I see Polar in the same selection. Rubellite was designed well, but SC is garbage.
I do not remember any other map that uses less percentage of itself in combat, ATM.
You're blaming the map designers for the sheep-like behaviour of the players.
On the one hand, I agree with you, in the sense that map designers should know how players will play.
On the other hand, I wonder what kind of credible city map design would actually stop MWO players doing one of the two things they
always do...?
i) making a beeline for the center of the map
ii) starting a counterclockwise rotation.
I can't think of any design which could actively prevent those two things from happening (while still retaining a degree of real world 'realism' to the combat environment).
As it stands, there are opportunities for an entrepreneurial and non brain dead MWO player to make use of the Solaris City map.
For example, when I drop on it, I never go to the center. I know that Lights will appear behind our slow-moving Assaults ... so I actually go back to them and hide behind a building for the 30 seconds it takes them to show up. OR I go do the same to their Assaults.
Net: I don't think Solaris is a terrible map. Rubellite is better. But Solaris isn't "bad".
Well, other than the visuals that is, which look like they were ported straight out MechAssault.
Edited by Appogee, 03 November 2018 - 09:28 PM.