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Mechwarrior Online 2021: Maps

2021 maps

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#181 Carmenblade

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Posted 11 December 2020 - 05:44 AM

View PostAidan Crenshaw, on 11 December 2020 - 12:28 AM, said:

Ambient temperature still affects mech cooling. Nothing to change here.
not like in old days!

Edited by Carmenblade, 11 December 2020 - 08:03 AM.


#182 Horseman

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Posted 11 December 2020 - 12:51 PM

View PostCeefood, on 11 December 2020 - 02:31 AM, said:

would love to see an indoor map like a factory - multi level

There's one in Solaris. It's a bit cramped for anything more than 2v2 though.

#183 Carmenblade

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Posted 14 December 2020 - 01:36 AM

View PostAivazovsky, on 10 December 2020 - 07:16 AM, said:

lol wut? you need to play MWO more often, before advising anything


View PostAidan Crenshaw, on 11 December 2020 - 12:28 AM, said:

Ambient temperature still affects mech cooling. Nothing to change here.

No. Tested now.

The ambient temperature on Terra Therma exactly the same Canyon Network! This is not normal. Hot map - hot ambient temperature.

Edited by Carmenblade, 14 December 2020 - 01:39 AM.


#184 Aidan Crenshaw

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Posted 14 December 2020 - 03:41 AM

you probably mean you don't see a difference on your mech's heatscale and you are right. There once was a heat % that was showing on your heat scale depending on the temperature of the map/part of the map.
Your cooling is still different when dropping on Terra Therma or Canyon Network.

#185 Carmenblade

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Posted 14 December 2020 - 04:10 AM

View PostAidan Crenshaw, on 14 December 2020 - 03:41 AM, said:

you probably mean you don't see a difference on your mech's heatscale and you are right. There once was a heat % that was showing on your heat scale depending on the temperature of the map/part of the map.
Your cooling is still different when dropping on Terra Therma or Canyon Network.

On both maps, I make 4 shots - 98% heat. In cooling, the difference is not noticeable. Should this be the case on the lava map?
Terra Therma must be more hot

Edited by Carmenblade, 14 December 2020 - 04:11 AM.


#186 Tarteso

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Posted 14 December 2020 - 12:02 PM

New Community-Driven Map:

Brand new maps would be great, but you could also re-release maps as terra therma classic and port all suitable maps from solaris and FP to QP. This should be the simplier and fastest solution until you release new maps.

Update Unbalanced Maps:

Some maps could be improved by removing/flattening the central feature, which make them prone to nascar.

Spawn Point Fixes:

Yes, fix the drop zones, same spot or no more than 100 m from lance to lance in both QP and FP

More:

- Fixes for "sticky surfaces" and invisible walls
- Fix or remove unnecessary obstacles, like rocks that an Atlas cant walk over but a flea can pass through
- Repair bays would be a nice tactical addition

#187 William Ward

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Posted 14 December 2020 - 08:40 PM

Most of the the ideas stated all sound awesome. So my only idea is to ad features to the maps, new and old. Like electrical storms that mess with sensors and lock-on for missiles. Fog that rolls in that drops visibility to 200 meters or less on smaller, wetter maps lasting for a few mins making battles more intense and nerve racking. Sandstorms, that heat and night vision won't work in making you use your radar to hunt down enemies, that kinda thing that makes the battle tactics change 5 mins into battle. It would add a refreshing change. Just my 2 cents.

#188 Voice of Kerensky

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Posted 16 December 2020 - 06:37 PM

View PostCarmenblade, on 14 December 2020 - 04:10 AM, said:

On both maps, I make 4 shots - 98% heat. In cooling, the difference is not noticeable. Should this be the case on the lava map?
Terra Therma must be more hot


What kind of mech did you use for these tests? Is it Night Gyr? If yes - then everything is clear with you.
I am more than sure that all maps are different in terms of ambient temperature.

#189 Voice of Kerensky

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Posted 16 December 2020 - 06:44 PM

View PostWilliam Ward, on 14 December 2020 - 08:40 PM, said:

Most of the the ideas stated all sound awesome. So my only idea is to ad features to the maps, new and old. Like electrical storms that mess with sensors and lock-on for missiles. Fog that rolls in that drops visibility to 200 meters or less on smaller, wetter maps lasting for a few mins making battles more intense and nerve racking. Sandstorms, that heat and night vision won't work in making you use your radar to hunt down enemies, that kinda thing that makes the battle tactics change 5 mins into battle. It would add a refreshing change. Just my 2 cents.


The idea sounds good. But I'm scared how the PGI will be able to implement this. Personally, I foresee an even bigger drop in FPS due to these effects in this already very poorly optimized game. PGI has long and successfully show that they are don't know how to optimization.

#190 Carmenblade

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Posted 16 December 2020 - 06:54 PM

View PostVoice of Kerensky, on 16 December 2020 - 06:37 PM, said:


What kind of mech did you use for these tests? Is it Night Gyr? If yes - then everything is clear with you.
I am more than sure that all maps are different in terms of ambient temperature.
Thunderbolt TDR-9SE(S). 3xLpl. Shooting 4 times to reach 98%.

It will be the same heat and cool on Terra Therma and Canyon Network.

Edited by Carmenblade, 16 December 2020 - 06:57 PM.


#191 Voice of Kerensky

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Posted 16 December 2020 - 07:17 PM

View PostCarmenblade, on 16 December 2020 - 06:54 PM, said:

Thunderbolt TDR-9SE(S). 3xLpl. Shooting 4 times to reach 98%.

It will be the same heat and cool on Terra Therma and Canyon Network.


Interesting.
I'll check it today.

#192 Zephonarch II

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Posted 21 December 2020 - 04:56 PM

New Community-Driven Map (Community input from start to finish): Meh. Make it a spaceport with mech hangars everywhere, with skyscrapers/ towers surrounding the center and the biggest bridge you can design all on this map.
  • Update Unbalanced Maps:
  • Forest Colony: Its sort of fine.
  • Frozen City: Its sort of fine for a sniping map. Sniping in the valley/ brawling in the city.
  • Caustic Valley: Its okay.
  • River City: Its the best map imo because games can take place all around the citadel area. Very dynamic, because there's cover all around the citadel. You have the river rocks, the bridge, the forested area, the buildings, the oil refinery area to allow flankers to move around unspotted, the gas sphere reactors to allow flanking pushes coast-side, the city skyscrapers, the spaceport... THERE IS LOTS OF COVER which is good.
  • Alpine Peaks: There is NO COVER whatsoever, which is why nascar on the small mountain below that giant center one is very common. There needs to be Stalagmites, or frozen debris everywhere because people tend to go where cover is. Also, destroy the giant mountain and cause an avalanche. Re-level the whole map. Its such a predictable map where people just hug the mountains/ high ground to stay alive.
  • Tourmaline Desert: I used to love this map, but mechs have progressively gotten faster, and more powerful. The new meta on this map enables zerg rushes on the bad spawn zones. FIX THE SPAWNS.
  • Crimson Strait: I propose expanding the gulf-side edge of the city to connect to that mountain island and put another sunken tanker ship, like in Forest Colony, in the middle of that river. The ship will connect the docks to the mountain island for some cover to allow a push to happen. Also fix the spawns so more fighting can happen on the island, not just by leaving it for the last ppc sniper. Expand the strait's width along A2, A3, and A4 into a wider city for brawling up there. Just add more land mass where the sea hugs the cliff face and put buildings, spaceport launch pads, hangar bays,... something new there.
  • HPG: Perfect but fix the spawns so people can actually regroup with there teams.
  • Mining Collective: Perfect brawling map.
  • Viridian Bog: Its okay but it can get crowded when zerg rushing/ nascaring.
  • Polar Highlands: Make the small valleys deeper to enable more cover. Add some watch towers close to the middle that can cover 2-3 mechs... like the ship in Frozen City. The watch towers might also help people recognize where in that map there are.
  • Grim Plexus: I don't like that industrial hill near the center. There are 2 hills: The industrial one, and the one with stalagmites. The other area hugging the center is too low to be defended. Give that 3rd area more elevation so that mechs THERE do not feel pressured to push industrial/nascar hill. The center should remain flat and a no-man's land killing zone. The industrial hill is a magnet for nascar because there is no cover on the slope of that hill. IT IS ALWAYS CCW. That one hill needs redesigns to enable mechs to turn around, behind something for cover, so they can all counter nascar.
  • Rubellite Oasis: I never know where I am on that map. It is so asymmetric, it isn't helpful for any kind of push. Its good for vertical sniping/ flanking.
  • Solaris City: Great for brawling. Sometimes nascar happens, but flanking easily stops it. Good symmetric map.
  • Hibernal Rift: Good redesign for Canyon Network. It is a little bright as Baradul put it. Like Canyon Network, fix the spawns please. Some slow mechs WILL get abandoned at some point.
  • Forest Colony(Classic), FC Snow Classic: Good but crowded.
  • Frozen City Classic, FC Night Classic: Fix the spawn where the mechs have to climb that painful slope up into the small city zone where lights/meds will zoom to so they can prevent that particular lance from joining their team. I spawned in my HPPC Thanatos there with no jump jets, and I took the long way around because... yeah, my team went where the broken ship was (Classic FC not modern FC) My lance died climbing that slope. It was hopeless... but I at least survived and got to snipe with the main force. Fix that ONE spawn please, I beg you. Its that bad.
  • Terra Therma: I... miss... the old... No jk, but the map sometimes converges on 1 area most of the time and I think a certain team spawn has the advantage. I would like the map to feel symmetric like the old version, that's one thing that I can say about Terra. Its still a crazy map with huge volcanoes blocking teams from
  • All Faction Play maps: I wish there were QP variants of all of these... it would make the game feel double the size.
  • Spawn Point Fixes: I propose the spawns place light mechs closer to the center of the map... and the assaults furthest from the center. OR just take the speed of each mech and place them as is.
TLDR: Stop nascar, make cover, fix spawns by put lights close to center/ assaults far from center... force teams to regroup with phat dmg-boats, and yes... add more cover on maps. Also, nuke, relevel, add tunnels to, and... add a crashed Union class dropship like that winter level in MA to Alpine Peaks, and ... change Therma again, it just doesn't feel like a good map still.

Edited by Zephonarch II, 21 December 2020 - 04:57 PM.


#193 Voice of Kerensky

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Posted 21 December 2020 - 08:14 PM

View PostCarmenblade, on 16 December 2020 - 06:54 PM, said:

Thunderbolt TDR-9SE(S). 3xLpl. Shooting 4 times to reach 98%.

It will be the same heat and cool on Terra Therma and Canyon Network.

View PostVoice of Kerensky, on 16 December 2020 - 07:17 PM, said:

Interesting. I'll check it today.


Unfortunately, I was not able to check the figures you quoted on Wednesday, but I did it on the weekend. On Monday, I forgot my notes at home, so I was unable to summarize my findings here.
I took the same Thunderbolt TDR-9SE (S) 3xLpl mech.
It is important to note: my mech is builded and pumped for the 1xMRM-40 + 2xLL, that is, for the assembly of 3 LPLs, it is not optimized either by equipment (heatsinks) or by skill tree.
The first thing I have to say is: either you are not telling the truth; or your mech is very, very crook builded. Why am I saying this? See the statistics I have collected:

Posted Image

Conclusions from the above statistics:
1) Your mech is surprisingly crooked, or you're not telling the truth. Because my mech (optimized for other weapons) showed better results than your (4 x alpha strikes = 98%);
2) On Terra Therma, each alpha strike gives more heat than on a Canyon Network or Frozen City;
3) On Terra Therma, the mech gives out one alpha strike less than on the Canyon Network and two less alpha strikes than on a Frozen City;
4) The mech on the Terra Therma cools more slowly than on the Canyon Network and on the Frozen City;
5) Main conclusion: the temperature of the surrounding environment on the map affects the mechanics of heating/cooling the mech.

Edited by Voice of Kerensky, 21 December 2020 - 08:15 PM.


#194 PocketYoda

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Posted 21 December 2020 - 09:05 PM

Please lower the heat on the unpopular maps, i know why the heat is there but it literally makes the maps unusable. No one wants to pick them because the heat kills their mechs..

Obviously there are other reasons why they are unpopular but the heat really helps.

#195 VileKnight

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Posted 22 December 2020 - 12:08 AM

View PostSamial, on 21 December 2020 - 09:05 PM, said:

Please lower the heat on the unpopular maps, i know why the heat is there but it literally makes the maps unusable. No one wants to pick them because the heat kills their mechs..

Obviously there are other reasons why they are unpopular but the heat really helps.


Hard pass on this request. Players need to learn heat management. It's part of the game.

#196 Garran Tana

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Posted 23 December 2020 - 03:03 AM

How about plucking a low hanging fruit and creating multiple maps using the same assets, and by this creating a feel that we fight on the same planet / area? If additional assets would be added on top of the existing ones it would be even better.
Imagine for example that you play FW (or even QP) and go through canyon network, next match you play in some industrial / city area (you can see one from the Canyon Network map) on the same planet - still some canyons but now with a lot more more buildings and vertical structures. There could be also another map in the same area / planet but with mining facilities and canyons full of short or long tunnels / passages. Every map different but three of them with coherent theme.
By this we get new maps quicker.
Expand the immersiveness of the game and the idea has additional potential for FW.
We can do the same (3 maps for example) with assets from every map in the game probably.

Maybe someone will say this is a lazy way, but for me - if I get more maps, get them quicker, get a feel that we have planets to fight for now - it's a win, win, win situation.

Edited by Garran Tana, 23 December 2020 - 03:05 AM.


#197 MW Waldorf Statler

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Posted 28 December 2020 - 02:19 AM

View PostGarran Tana, on 23 December 2020 - 03:03 AM, said:

How about plucking a low hanging fruit and creating multiple maps using the same assets, and by this creating a feel that we fight on the same planet / area? If additional assets would be added on top of the existing ones it would be even better.
Imagine for example that you play FW (or even QP) and go through canyon network, next match you play in some industrial / city area (you can see one from the Canyon Network map) on the same planet - still some canyons but now with a lot more more buildings and vertical structures. There could be also another map in the same area / planet but with mining facilities and canyons full of short or long tunnels / passages. Every map different but three of them with coherent theme.
By this we get new maps quicker.
Expand the immersiveness of the game and the idea has additional potential for FW.
We can do the same (3 maps for example) with assets from every map in the game probably.

Maybe someone will say this is a lazy way, but for me - if I get more maps, get them quicker, get a feel that we have planets to fight for now - it's a win, win, win situation.

a system like BF Bad Company 2 or Battlefield V?! its a good Idea and find here since the Start of the FP in the Forum ..ever..and ever...and ever...and PGI ignored it since Years

#198 Alreech

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Posted 28 December 2020 - 06:44 AM

View PostGarran Tana, on 23 December 2020 - 03:03 AM, said:

How about plucking a low hanging fruit and creating multiple maps using the same assets, and by this creating a feel that we fight on the same planet / area? If additional assets would be added on top of the existing ones it would be even better.

Could be done by using the same sky box & lighting on a set of maps and loading a map list instead of just one map.

But most players prefer quickplay, and forcing them to stay on the server with the same team while the next map is loading won't work.
Most players will left the match ASAP after getting killed to spawn with a new mech in a new match.

Edited by Alreech, 28 December 2020 - 06:45 AM.


#199 Garran Tana

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Posted 30 December 2020 - 08:46 AM

View PostAlreech, on 28 December 2020 - 06:44 AM, said:

But most players prefer quickplay, and forcing them to stay on the server with the same team while the next map is loading won't work.
Most players will left the match ASAP after getting killed to spawn with a new mech in a new match.

I was thinking just new maps to the pool for quickplay, but for FW that opens cool narrative fights.

#200 MW Waldorf Statler

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Posted 31 December 2020 - 02:35 AM

Hope thats new Maps not only a "hey XY make fast nearby your Work a map in 7 Days-Map-"and find guys with Experience in Mapmaking?!

Biggest problem of 70% of the Maps ,to small Places for Tactics and Movements, all have small entrys ,ways, impassable Hills or cliffs...its a mess of Mice Mazes...badest Example Solaris City

looks to the Overworked canyon map as Hibernal Rift ....a very small (better for max 8cs8), contrastless white icelandscape to the same colored Sky ,with nothing Contrast ,and a contrastless useless Minimap ...im hate this Map in each way, and can nothing seeing in this while im walk snowblind in the Dead to bring this Pain to a short end

Edited by MW Waldorf Statler, 31 December 2020 - 11:53 PM.






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