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Polar Highlands Reborn Preview Updated With Video
#101
Posted 20 June 2021 - 12:42 PM
#102
Posted 20 June 2021 - 05:21 PM
PeteZonee, on 20 June 2021 - 12:41 AM, said:
Well, the invisible wall on the hangar/garage area we saw in the video was bad. We can probably agree on that. He should either put in a closed door, or open up the area for people to hide in, even though he seems against having a place that people can sneak into.
#103
Posted 20 June 2021 - 05:49 PM
couldn't NASCAR that map either...
#104
Posted 20 June 2021 - 07:53 PM
rinco, on 17 June 2021 - 03:50 PM, said:
Exactly. They took the one map where LRM's rule and did a darn fine job of making sure that won't happen anymore. SMH. Stop listening to all the idiots crying every time they get shot by an LRM. LRMs are already darn near useless since the last stealth nerf with the "improvements" to AMS. Do much more and you might as well just take LRM's out of the game, which would be sad. They are a great source of forcing people to do something other than run in circles as a group and hope you're not the slowest one or the one dropped farthest from the front edge of the of the Nascar.
I don't mean to poo-poo the new map here. It looks like fun too. But I'd love to know why you removed the old Polar Highlands from the rotation, because it feels like just a way to placate the anti-LRM lobby. I mean, why not leave the old one and just add the new otherwise?
#105
Posted 20 June 2021 - 09:35 PM
DucPilot, on 17 June 2021 - 06:42 PM, said:
[color="#222222"]While I do like that we are seeing reenvisioned maps, I personally had no problem with the old PH map. I too agree that it would be nice to see both maps, old and new, in the rotation. However, the bigger problem IMO is not being able to select the right mech for the selected map. I feel like QP should to be more like faction play (although on a smaller scale) allowing us to decide what mech to bring to the battle AFTER we know which map has been selected. LRM’s are not that hard to counter, if you bring AMS or ECM. Heck it would encourage players to bring support mechs into battle as well. Anyways, appreciate the effort to make QP more interesting. Oh yea, bring back escort…*ducks*.[/color]
[color="#222222"]
Drake67, on 18 June 2021 - 07:44 AM, said:
This is exactly the main point, as long as this game has this "Random" Mechanic of selecting maps, it is nothing more than a "Random" deathmatch. There are THOUSANDS of people that like to run a variety of maps. I would personally run any of them, but to limit your entire playerbase to a random map where they have to "guess" what mech to play is ridiculous. You would make so much more money if you removed these limitations. Let people play the maps they want to play, and the mechs they want to play. Imagine a 12 on 12 all Locusts vs Direwolves, that would be fire. We would LOVE that kind of game play.
You all say that so and so mech is overpowered, then prove it. Reduce the XP and money percentage for all players then if you think it doesn't match the weight.
I understand you are trying to "Balance" these maps based on whoever whines in the forums but you will be continually "Balancing" forever until after someone else whines. Adding mountains and hills to polar highlands is not going to fix anything, It will only shift the balance. You will never have balance until you give the players the ability to choose what map to play, which will attract similar players to that game instance. Some maps favor short range, some long range. Set up a system where we can play what type of map we want, with the mech we want. You will find out that many people will play all kinds of mechs, regardless of the map. Of course we will, we love a challenge.
#106
Posted 20 June 2021 - 10:35 PM
for instance i loved the top area that one of the Escort routes took. The one that sorta goes near the upper Base spawn
Speaking of that game mode, i really wish they would turn it into one side defends and the other raids more like a FW in training mode verse what it is now, just assault that takes longer. It has potential to be a good mode though, but they really need to loose one of the bases.
On a Map note, I really wish they took polar modified it a bit and turned it into a farm style map. Rolling fields and rural town would be great. Also i would love to see a map based on one of the faction maps. I forget the name of it, but it has large hills outside of the gate I'd love to see a large scale map like that.
#107
Posted 20 June 2021 - 10:39 PM
Stealth Tank, on 20 June 2021 - 09:35 PM, said:
Imagine a 12 on 12 all Locusts vs Direwolves, that would be fire. We would LOVE that kind of game play.
You all say that so and so mech is overpowered, then prove it. Reduce the XP and money percentage for all players then if you think it doesn't match the weight.
if the players in dires can actually aim that would be the biggest slaughter going.
#108
Posted 20 June 2021 - 10:55 PM
JC Daxion, on 20 June 2021 - 10:39 PM, said:
if the players in dires can actually aim that would be the biggest slaughter going.
Yea sure, that's just part of the game. Of course that would be a slaughter, but how many people can aim?
If we can't select the maps, this game is done, there's no other way around it.
The developers need to get rid of their egos and make some money.
#109
Posted 20 June 2021 - 11:14 PM
#110
Posted 21 June 2021 - 12:42 AM
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Keep up the good work!
Cheers
Anfadern
#111
Posted 21 June 2021 - 01:09 AM
It looks like it is going to encourage a change in game play so that a multitude of mech gameplay types will all have fun (i.e. snipers, brawlers, light mechs) at the same time. So the murder-ball\nascar is less likely to happen.
Also looks like re-equiping my mechs with jumpjets is on the cards to get the best out of this (I can already imagine my stealth gauss sniper on top of one of the towers).
With regards to the old version of the map, all of the people that are dissing the old Polar Highlands map are forgetting that it was just encouraging a different type of play, it was a slower style (a lot of the people that are complaining seem to prefer the fast brawl type matches rather than the slower 'strategy' type ones where positioning and teamwork carry the day, e.g. get the lights to pull the enemy over to one side so that the heavies that have been hiding under ECM coverage can then pound them in the back) and the complaints about LRMs ruling the map are obviously forgetting that ECM covers the group and makes getting an LRM lock quite difficult. I personally like the old version and think it should still exist in the map rotation (like we've seen for some of the other 'classic' maps).
Edited by Mallorn Windstrider, 21 June 2021 - 02:17 AM.
#112
Posted 21 June 2021 - 02:52 AM
Now if they'd just do a makeover for HPG.
#114
Posted 21 June 2021 - 10:07 AM
You catered to the SRM smashers with all the classic maps. Now do the same for Lurmers.
It would only be fair.
#115
Posted 21 June 2021 - 11:35 AM
map looks great
#116
Posted 21 June 2021 - 02:44 PM
Aidan Crenshaw, on 21 June 2021 - 03:20 AM, said:
What is wrong with HPG? It is one of the more popular maps, hope they don´t turn it in another labyrinth of ramps and tunnels, brawl-only. Seriously, if more maps are going to be so intensely reworked that it changes the play style completely, they should be considered as new maps, and the old versions should stay avaliable. When PGI asked for map feedbacks two important points raised (as far as I remember): first was reduction of the "central feature" if possible in some maps to provide alternatives to nascar, and I guess they are addressing this (and more) in the new maps. Second was fixing the drop points in some others like Tourmaline, any plans?
#117
Posted 21 June 2021 - 05:52 PM
#118
Posted 21 June 2021 - 05:55 PM
Tarteso, on 21 June 2021 - 02:44 PM, said:
HPG has a giant central feature that dominates the entire map and ensures bad gameplay.
I mean, obviously, but you asked.
#119
Posted 21 June 2021 - 06:03 PM
Liking all the changes so far and hopeful for more to come. About time this game gets some love since it still has great potential.
#120
Posted 22 June 2021 - 05:51 AM
There are too many pieces of terrain in the middle. Particularly when you take into account the new drastic changes in elevation which will obscure sight to opposing mechs. Not to mention that these plateaus are lined with rock faces. They're no longer rolling hills which you could walk up onto except for specific places.
This isn't looking like it's an improvement. Just a complete reversal in design philosophy from one extreme to the other.
Edited by Runecarver, 22 June 2021 - 05:53 AM.
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