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Mechwarrior Online 2021: Maps

2021 maps

290 replies to this topic

#221 martian

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Posted 18 January 2021 - 12:00 PM

View PostElizander, on 18 January 2021 - 11:18 AM, said:

It also depends on available resources.


The plan is "flexible". I know. Posted Image

#222 Willard Phule

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Posted 18 January 2021 - 05:27 PM

Be cool if they simply swapped them. Drop a lance from each team into the other team's drop point. One thing's for certain, it'll stop the nascar.

#223 Wildstreak

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Posted 18 January 2021 - 06:02 PM

2 - Should be more specific about which mode this happens in since depending on mode Lance spawn locations are different on the same map. Map geography might be part of the problem.

1 - Though I suspect it may be more of how random which Lance you are in is now done. Seen matches where Alpha is all Lights or Light + Medium but others where Alpha is all Heavy, etc. It is so random now with so many valves released.

#224 MW Waldorf Statler

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Posted 18 January 2021 - 09:21 PM

View PostSorCobra, on 17 January 2021 - 01:58 PM, said:

As new map a Moon City Map would be great ,also just a new Lunar Map would be awesome. HPG Manifold is the best Map of all ,hopefully a HPG Manifold II could be created.
I guess however every new map would be a mighty improvement to the game, the more maps the better it is.

Polar Highlands is terrible because it has not enough cover and is a missile boat map that kills the game somehow. Maybe some bigger Buildings could help somehow to create some cover hotspots. The main problem is the fun killing of this map if you have a close or midrange weaponry ,and second fun killing is the tracked and attacked by 200 LRM´s and more without a spot to run for hide after being tracked.

use Radar Depr/AMS . cover in the trenchs and not only close or Midrange Weapons ,is you own Fault...not come with a Knife to a Long Range Gunfight

Edited by MW Waldorf Statler, 18 January 2021 - 09:23 PM.


#225 Bowelhacker

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Posted 18 January 2021 - 09:45 PM

View PostMW Waldorf Statler, on 18 January 2021 - 09:21 PM, said:

use Radar Depr/AMS . cover in the trenchs and not only close or Midrange Weapons ,is you own Fault...not come with a Knife to a Long Range Gunfight


Yeah, that's great except the whole not being able to change mech once the map is chosen thing.

#226 PocketYoda

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Posted 19 January 2021 - 10:39 PM

Frozen City has terrible drop locations as well. It literally drops one team lance next to the enemy team to be wiped out before the rest of its team can back them up..

Horrible setup.

#227 martian

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Posted 20 January 2021 - 09:37 AM

View PostSamial, on 19 January 2021 - 10:39 PM, said:

Frozen City has terrible drop locations as well. It literally drops one team lance next to the enemy team to be wiped out before the rest of its team can back them up..

Horrible setup.

Or the HPG Manifold.

It's often 0:4 after two minutes because one lance (often with slow 'Mechs) spawns just in the way of the nascaring enemy team.

#228 R Valentine

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Posted 20 January 2021 - 10:58 AM

Spawn points are an issue on nearly every single map, not just Canyon Network. There's really no good reason not to just drop all 12 players in the same location on every map in every mode. Then everyone has a chance to roll with the death ball, but the stupidity of putting alpha lance on just one team off in zimbabwe behind cliff faces that you cannot scale without jump jets or putting charlie lance down in the valley only a heartbeat away from the enemy alpha lance or putting brave lance on the far side of the ring, only a hop and skip away from the enemy alpha AND charlie lances were all situations that were going result in insanely skewed lance performances and predictable and annoying match progressions. Put all 12 players in one spot and no one can rush any single lance. Problem solved, move on to bigger fish.

#229 martian

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Posted 20 January 2021 - 11:31 AM

View PostKiran Yagami, on 20 January 2021 - 10:58 AM, said:

Spawn points are an issue on nearly every single map, not just Canyon Network. There's really no good reason not to just drop all 12 players in the same location on every map in every mode.
...
Put all 12 players in one spot and no one can rush any single lance. Problem solved, move on to bigger fish.

In the beginning all 12 'Mechs used to spawn in one location.

But a few years ago PGI decided against it and invented those three spawn points that we have now.

#230 R Valentine

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Posted 22 January 2021 - 07:12 AM

View Postmartian, on 20 January 2021 - 11:31 AM, said:

In the beginning all 12 'Mechs used to spawn in one location.

But a few years ago PGI decided against it and invented those three spawn points that we have now.


So roll back the clock. Lance spawns completely ruin the quality of the match, especially if you're that poor solo assault player who got dropped in alpha or bravo lance just because. Dangled lances in static spawns will always lead to spawn rushing. The only fix is not to dangle any lances at all. And it's a stupid simple solution to just put all 3 spawns on top of one another. No one needs to 4D chess the "what if" or "now we have to fix what mechs MM puts in what lances". It'll all add up to the same thing regardless so PGI can turn their attention to other issues.

#231 General Solo

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Posted 22 January 2021 - 09:48 AM

View PostWillard Phule, on 18 January 2021 - 05:27 PM, said:

it'll stop the nascar.


Heard that before
Muhahahahahahahahahahahahahahahahahahahahahahahahahhahaha
Posted Image

#232 Voice of Kerensky

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Posted 25 January 2021 - 12:57 AM

Somehow I missed the point where this topic stopped being the topic of "Maps", suddenly it became a topic about spawn points on the Canyon Network. And here I had a question. Dear developers believe that the problem of the spawn points of assaults in the Alpha lance is only on the map Canyon Network??? And the assaults in the Alpha lance on the Mining Collective? And the assaults in the Bravo lance on the HPG Manifold? And the assaults in the Alpha lance on the Tourmaline Desert? And the assaults in the Alpha lance on the Grim Plexus (especially in domination mode)? And what about assaults in Charlie lance on the Old Frozen City (square A4)? And what about the assaults Alpha lance in the new Frozen City (especially in Conquest and Domination modes)? And not all is well with the assaults on the Terra Therma.
There are problems with the drop of assaults on almost every map in quick play. Not only on the Canyon Network.
Dear developers, do you understand the root of the problem? The problem is not only that assaults are dropped at bad spawn points. Another problem is that assaults drop in bad spawn points next to the enemy team's light mechs (or in full view of enemy snipers/lrm boats, or very far from the battle area). Both of these problems are caused by the introduction of groups into solo quick play. Return the drop points to the settings that were before the introduction of the group queue, so that the mechs of the same class would fall at one spawn point, but let the groups be assigned to their lances. Yes, in this case, the groups will be scattered at different spawn points, but thanks to the color differentiation of the lances, the groups will be able to gather fast.

And general, I still insist on the separation of single and group queues in quick play. This stupid decision only causes problems: from the inability to balance teams in terms of tonnage and players level, to spawn points. It's a shame that you still haven't been able to grasp the depth of the destructiveness of combining solo and group queues in quick play.
This once again underlines how detached you are from the realities of the MWO. You just don't know what an MWO is today.

#233 Ekson Valdez

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Posted 26 January 2021 - 06:44 AM

View PostVoice of Kerensky, on 25 January 2021 - 12:57 AM, said:

Somehow I missed the point where this topic stopped being the topic of "Maps", suddenly it became a topic about spawn points on the Canyon Network.




Fixed. The topic is still maps in general and it's back where it belongs.



#234 Ukos

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Posted 26 January 2021 - 09:33 AM

What about a map set in the inside of a massive underground factory, if the engine supports it we could some areas with destructible walls / doors to provide a dynamic aspect to the map, have some section roofed in or with roofed in connecting corridors to create a need to fight over choke points with smaller side passages for enterprising smaller (light / mediums) to try to create opportunities for their team to break out.

Some areas with higher ceilings / no ceilings to allow LRM / ATM and indirect interplay where you have to choose to expose yourself to the enemy missile fire to possibly take a short cut but make sure that the missile mechs cant attack without risk of retaliation as this is the biggest complaint lain against them (lack of interaction / low risk gameplay)

#235 Voice of Kerensky

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Posted 26 January 2021 - 10:43 PM

View PostEkson Valdez, on 26 January 2021 - 06:44 AM, said:

[mod]Fixed. The topic is still maps in general and it's back where it belongs.[/mod]


Thank you. That is so much better.

#236 BloodValensky

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Posted 27 January 2021 - 01:27 AM

Faction play maps are in great need of a rework (in my opinion). They seem very unbalanced. especially those maps who have an attacker side and a defender side. Check the stats I bet that the defender side wins much more that the attacker side.

It takes a really good attacking group to win over a defending group. on some maps its almost impossible for the attacking side to win.

#237 anfadern

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Posted 27 January 2021 - 04:29 AM

Community driven map production!!!
I suggest that everyone put some effort into producing new maps!
I would really love to se any type of new map, 4/4 scouting, 8v8 quickplay
=)

#238 DadeoStuart

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Posted 27 January 2021 - 04:11 PM

I would like to see more "randomised" spawn locations, where the two teams will spawn at 150 to 180 Degrees apart, and clumped fairly close to each other from the drop ships..

Advantages this makes is that the travel is through various locations instead of the same pathways each time.

In line with this concept make more of the map sections out of bounds forcing conflict to move to different regions.


For domination, move the yellow circle of control to various locations half way or so between the two spawn ( drop zones). the various locations should include adjacent zones to the boundaries as well as central.


For assault mode, the mechs must destroy by fire the opposing team's base. It may be worth a try using the same generator style narrow aperture target as the FACTION play mode. Just being present on an opponents base is not enough to justify being king pin.

#239 3RoyalStar1

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Posted 27 January 2021 - 05:29 PM

Who thinks a tropical beach map would be cool?

#240 VLADIVOSTOK DV

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Posted 28 January 2021 - 05:42 AM

Почему бы не сделать абсолютно новую карту ??? За несколько лет игроки это заслужили, конечно будет много работы, но и много благодарности. Если есть большие роботы значит есть заводы где их собирают, заброшенный завод где битвы происходят внутри здания (помещения).





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