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Smaller Maps, Why Not?


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#41 Anjian

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Posted 19 March 2019 - 02:19 AM

View PostChapeL, on 18 March 2019 - 12:59 PM, said:

With the return of the original Forest Colony some of you will get to experience for the first time the "fun" of getting hit by enemy fire while still on the edge of your drop zone.( liked, you walked 2 seconds at 50kph ) You know those glowing Atlas eyes ? They were removed in part because you could SEE them through fog from one spawn point to the next on that map.



Ah the good old times.

View PostGuardDogg, on 17 March 2019 - 02:49 PM, said:

No, what we need is those MW4 maps. No one nascared on there. And their was tactics.


It does have one of those maps --- Solaris --- where it does not take long after the spawn to get shot at.

#42 PhoenixFire55

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Posted 19 March 2019 - 03:17 AM

View PostGoodTry, on 18 March 2019 - 06:09 AM, said:

I don't know what people expect to happen on large maps. Are you hoping people will spread out and fight 1v1/2v2? That doesn't make any sense.


If teams that don't spread out and fight 1v1s/2v2s will lose every single time on a larger map due to the nature of objectives, then they will eventually start spreading out. The point is, it has to be ... Every. Single. Time.

#43 PhoenixFire55

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Posted 19 March 2019 - 03:25 AM

View PostChapeL, on 18 March 2019 - 12:59 PM, said:

Those old maps were shoeboxes and were done away with for a reason.


There were absolutely no "reason" to remove them. Those old maps were designed for 8v8, just like the whole game was designed for 8v8. But dearest cheapskate PGI decided to save server resources by dumping people into 12v12 and thus having less number of matches running. Same way there was absolutely no "reason" to make all games 12v12. They could have easily kept matches on smaller maps 8v8, and on bigger maps 12v12.

Regardless, in BT/MW there are things called 'hot drops', when you are getting shot before your mech even touches the ground, let alone walks off the "spawn" point. Its perfectly normal. When someone is napping on a spawn point, it is not normal. If you are caught with your pants down on a battlefield it is your problem and your problem alone.

View PostAnjian, on 19 March 2019 - 02:08 AM, said:

When are the 'old' maps going to drop? Been waiting for it and checking the forums everyday for the news.


After today's patch. Unless something goes wrong as usual.

#44 Acersecomic

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Posted 19 March 2019 - 03:38 AM

View PostPhoenixFire55, on 19 March 2019 - 03:17 AM, said:


If teams that don't spread out and fight 1v1s/2v2s will lose every single time on a larger map due to the nature of objectives, then they will eventually start spreading out. The point is, it has to be ... Every. Single. Time.


After the murderballs finishes the other team, then they will spread out and cap if cap is needed. That is how it happens and that's how people win. Team that spreads will lose to enemy murderball and then others will get hunted down.

#45 PhoenixFire55

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Posted 19 March 2019 - 03:44 AM

View PostAcersecomic, on 19 March 2019 - 03:38 AM, said:

After the murderballs finishes the other team, then they will spread out and cap if cap is needed. That is how it happens and that's how people win. Team that spreads will lose to enemy murderball and then others will get hunted down.


That doesn't always work even on current Polar conquest. Now consider a map that is easily five times bigger than Polar.

#46 Acersecomic

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Posted 19 March 2019 - 05:23 AM

View PostPhoenixFire55, on 19 March 2019 - 03:44 AM, said:


That doesn't always work even on current Polar conquest. Now consider a map that is easily five times bigger than Polar.


Lets not have map bigger than polar since it already takes three minutes to start a fight.
Polar is a ******* map and one of the worst designs I have ever seen in a game, I'm pretty confident if you dumped a bucket full of sand and rocks on the table, you'd get a better map.

And it works often enough if your lights are not too bloodthirsty. I actually remember a match where half of my team was alive, with three of our lights being amongst the survivors. We lost because their lights went, capped, and came back to fight and died, while ours thought our three heavier mechs needed help with halfdead enemy survivors and completely ignored the 5:0 captures.
That is when murderballs lose Conquest. I rarely see it otherwise.

#47 Sergeant Destroy

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Posted 19 March 2019 - 11:39 AM

Well, the new (old) frozen city is definetly fun.





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