Flanking isn't unique to MWO. Shoot and scoot isn't unique to MWO. There's lots of play mechanics on the periphery that aren't unique to MWO that could be added to this argument; but start here.
MWO's Nascar problem exists because of canyon network, and now annoyingly hibernal; and the phenomena becomes habit that then trickles into all the other maps with a central mobility feature. Hear me out, this is pretty specific.
All new players who are trying to learn how to exploit the terrain, or the process of strategic flanking, will spend countless hours being conditioned by canyon network to rotate like a flushing toilet. Mechs have to stay in motion to reduce the fire they take, and to chase enemies to attack them. Most mechs driven by novice pilots don't have jump jets and are regulated by the steep walls of the canyons, and are somewhat forced to keep moving to avoid enemies clumping up on them. Canyon network only has two ramps wide enough to fit 2 mechs side by side, and they function as a ratchetting device.
The ratchetting device works like this. A mech without jets walks up the ramp in either retreat or attempting to flank. Once at the top, if you need to stay in motion for whatever reason, you're almost forced to drop down a steep unwalkable slope that prevents you from turning back around. The map has two of these one way bottlenecks set one nascar lap's diameter apart from each other. After each ratchetting action incurred by each team, the terrain makes it nearly suicidal to try and engage enemies behind you, because many mechs' arm weapons typically assigned for point defense at that range, can't damage the mechs about to run up their arse from above. Mechs moving counter clockwise around the center can gang up on targets and stay in formation 3-4 mechs wide on a firing line. Mechs moving clockwise can only do so as a suicidal, single file turkey shoot in a narrow, predictable path.
Since the map is compact, easy to understand, easy to see daylight, without too much ground cover to irritate assault pilots getting legged by invisible lights in the bushes, it gets voted in with a higher probability than most of the other maps. Due to that popularity and ease to learn on, all pilots become conditioned to repeat that behavior on any other map where they encounter an obstacle of about a half a grid square or larger in footprint. It trains pilots to keep chasing to the left for increased odds of survival. Canyon network specifically programs all new players to nascar on any map with a large enough obstruction.
All that being said, when they released Hibernal, I was THAT MUCH MORE FRIGGIN annoyed that of all maps to clone, the chose the map that trains players to exploit this dumb strategy at every opportunity. Hibernal needed to be a mirrored opposite, so the inherent ratchetting effect could teach players that the left turn potato tornado was specifically not always a good idea; let alone impossible on occasion. Canyon and Hibernal both function like tesla valves that condition players to only flank in one direction of rotation, and despite few people acknowledging precisely why, everybody is intensely bothered by such conditioning as it contaminates every other map in some degree.
Reverse the ramps in hibernal, show players that both directions work and are necessary, give both canyon and hibernal at least 3 day/night/weather cycles, defeat the conditioning of ring around the A-hole.
(edit; 6th, I took your name out of the title, I wasn't trying to call you out in any way. I was just crediting that I was picking up the ball on someone else's topic directly)
Edited by OP8, 23 October 2020 - 11:56 PM.