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Patch Notes - 1.4.245.0 - 24-August-2021


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#221 The Mysterious Fox

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Posted 26 August 2021 - 06:22 AM

why is the new hpg all just about the worst aspects of the old map? wall snipers everywhere and people just running wildly in circles getting sniped

a sniper on the old map was a **** move and now its basically mandatory and being pug queues, you wont have lights or skirmishers flank and push these snipers

Edited by The Mysterious Fox, 26 August 2021 - 06:34 AM.


#222 pattonesque

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Posted 26 August 2021 - 06:49 AM

View PostThe Mysterious Fox, on 26 August 2021 - 06:22 AM, said:

why is the new hpg all just about the worst aspects of the old map? wall snipers everywhere and people just running wildly in circles getting sniped

a sniper on the old map was a **** move and now its basically mandatory and being pug queues, you wont have lights or skirmishers flank and push these snipers


most of my matches in it as a brawler have been brawls in the middle with lots of cover from snipers. I have to keep them in mind but they're not oppressive.

As a sniper on the wall, I'd say half the matches involve the snipers contesting one another for the most part. The other half I've had JJ lights and mediums use cover to run up on me and drive me out of position. It can be a little frustrating if you get a match with lots of snipers, but trust me, there are many ways to brawl on this map. I'd say it's even quite strong for it.

#223 The Mysterious Fox

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Posted 26 August 2021 - 07:51 AM

View Postpattonesque, on 26 August 2021 - 06:49 AM, said:


most of my matches in it as a brawler have been brawls in the middle with lots of cover from snipers. I have to keep them in mind but they're not oppressive.

As a sniper on the wall, I'd say half the matches involve the snipers contesting one another for the most part. The other half I've had JJ lights and mediums use cover to run up on me and drive me out of position. It can be a little frustrating if you get a match with lots of snipers, but trust me, there are many ways to brawl on this map. I'd say it's even quite strong for it.


yeah so from your own experience, your entire interaction in this map has wall snipers hanging over your head

#224 John Bronco

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Posted 26 August 2021 - 08:03 AM

I'm seeing a lot of people claiming they're being shot by wall snipers when in fact nobody is on the wall. As with any new map people will have learn the angles and cover to learn where the threats may lurk.

I've experienced quite a lot of fighting in the middle, which is really fun, and fairly easy to box out any wall guys.

That said I agree with the recommendations to reduce the cover on the walls.

#225 Rebel Ace Fryslan

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Posted 26 August 2021 - 08:14 AM

I think many maps could benefit from a nice overflight feature video, as people don't have/take time to explore it all.
This would help players use more functionality.

Also maybe make a few about how Voip works and setup issues.
Play works a lot better with alpha to lima and maybe a tactic or 2 on comms.

#226 pattonesque

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Posted 26 August 2021 - 08:33 AM

View PostThe Mysterious Fox, on 26 August 2021 - 07:51 AM, said:


yeah so from your own experience, your entire interaction in this map has wall snipers hanging over your head


my entire interaction in Canyon Network, old and new, has snipers on the outer ridgers. My entire interaction in Tourmaline has snipers on the D7 wall or on one of the Tourmalines. My entire interaction in Mining has snipers where the bases are, or overlooking the center. My entire interaction on Frozen City has snipers everywhere. This is true for literally every map in the game, but in HPG you have absurd amounts of cover and my entire interaction with the map has been decided by something other than the wall snipers the majority of the time.

I will say that the walls could use some ways for non-JJ mechs to get on top of them from the inside. But look, just because you get shot by a sniper and it bums you out doesn't mean the map is overpowered or anything. Literally just yesterday I took a Centurion-A on a winding path to ambush a MAD-II and TBR sniping from the ramp near a wall and the wall proper and killed both of them. Brawling is very powerful right now, especially with tough robbits like the new CN9.

#227 MechNexus

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Posted 26 August 2021 - 10:55 AM

Just played a couple matches on HPG with a long range mech - The problem is that people don't even bother to try contesting the wall snipers, which is how you're getting farmed. I was able to sit and plink with minimal resistance, the only damage I took being from the other team's wall snipers (which were practically tickling me at those ranges, especially accounting for twisting off laser burns). Everyone else? Just sat there and took it.

If you want to deal with the wall snipers, push up. You should be able to decently contest them from the spine if you use the ramps as cover. Otherwise, just send a light up there to chew on them - something that's now possible thanks to the rework.

#228 Voice of Kerensky

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Posted 26 August 2021 - 05:04 PM

What is the correct name of the new map?
HPG Highlands? Or the Polar Manifold?
I hope my hint is clear?

To be honest, I'm not happy with the new map.

Can the old versions of all new maps be returned to circulation? Do not exclude new maps, but launch them in parallel with the old ones. We need variety.
And please think about the opportunity to give players the right to choose a mech before fight within the class of mech that the player took before searching for the match.

#229 MavadoG

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Posted 26 August 2021 - 05:50 PM

Finally got to play new HPG a few times. I think it's great! All matches were a good mix of mostly close-mid range combat with a few opportunities for some ranged battles as well. Plenty of cover from snipes and lrms. Really enjoying it!

Edited by MavadoG, 26 August 2021 - 05:51 PM.


#230 DAEDALOS513

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Posted 26 August 2021 - 06:36 PM

View PostMechNexus, on 26 August 2021 - 10:55 AM, said:

Just played a couple matches on HPG with a long range mech - The problem is that people don't even bother to try contesting the wall snipers, which is how you're getting farmed. I was able to sit and plink with minimal resistance, the only damage I took being from the other team's wall snipers (which were practically tickling me at those ranges, especially accounting for twisting off laser burns). Everyone else? Just sat there and took it.

If you want to deal with the wall snipers, push up. You should be able to decently contest them from the spine if you use the ramps as cover. Otherwise, just send a light up there to chew on them - something that's now possible thanks to the rework.

Pushing the wall snipers requires team coordination.. something that is rarely found in soup queue. You could say a couple lights could push them but then again, light pilots (ones that can actually hurt you and not trolly ones) are just as rare these days.

Edited by DAEDALOS513, 26 August 2021 - 06:40 PM.


#231 killkimno

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Posted 26 August 2021 - 08:44 PM

Thank you PGI for completely ruining a great map.

#232 Commoners

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Posted 26 August 2021 - 08:46 PM

My experience has been that the team that takes the center on HPG wins, regardless of wall snipers. Taking the basement is still a good way to lose the fight in the middle and throw the match.

The important thing about the center is that it can bring you within 500m of the enemy walls where you'll trade more effectively against them with a medium range mech. Beyond that medium range you can just avoid them by working the corners and internal cover of the center.

It's the second map, right behind solaris city, where I feel like extreme range mechs are a factor but they're not the ones determining the entire flow of the fight.

I think the wall snipers can be super deadly if they continually rotate to squeeze the enemy team in the middle if they're being too passive, but most of the time they stay static, don't move, and just invalidate themselves by loitering around on firing lanes that offer nothing of value to the team fight in the middle. Rotating also makes them vulnerable to lights and medium range weapons that will outgun them.

Edited by Commoners, 26 August 2021 - 08:47 PM.


#233 suffocater

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Posted 27 August 2021 - 03:12 AM

The ramps to the walls really have to go on the new HPG. Otherwise I really like the new version.

#234 Commander James Raynor

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Posted 27 August 2021 - 05:10 AM

Well, the map turned out great. You could use the same terrain for another map. 5 stars.

Still hate the wall sniping, but I love that you can walk up to them now.

#235 Roodkapje

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Posted 27 August 2021 - 06:03 AM

View PostC337Skymaster, on 26 August 2021 - 05:13 AM, said:

That's the weird thing, though: It really wasn't as bad as some other maps (Forest Colony, Rubellite Oasis, Hibernal, Canyon, Old Polar (domination only), etc).

What's so bad about Forest and Rubellite ?! Posted ImagePosted Image

Old Polar with Domination was my favorite Polar! I always called it "The Classic!" Posted Image

Quote

Because it has the basement level, slower 'mechs can shortcut to catch up, and there were enough other terrain features breaking up the rotation that you could stop and fight at any defensible location you chose.

I really didn't have any problem with HPG rotation, even in my Dire Wolf, just as long as I was able to make it TO the middle before the rotation got away (at which point, just hang out for a minute and it'll come back again, or take the opportunity to get some good back shots). The last time I got left behind on HPG was the last time I played my Night Gyr, which was at least two years ago, and that was just due to spawning in Beta lance and having to walk in from the weird location (which could have been solved with spawn relocation. That didn't need an entire map redesign).

We would not have that problem is the Dire Wolf would get a small speed boost : From 48 Km/h to 55 Km/h Posted Image

Currently you are F-ED if there is no Light or Medium player around who is smart enough to escort the slow Assaults to the Battlefield! Posted Image

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Don't touch Alpine!! Ramps make for messy ugly maps, and Alpine is one of the few remaining natural-looking maps in the game. Just move the spawns and objectives around so we get to use different parts of it, but leave the map, itself, alone!

AGREE!!!

Alpine is horrible with those huge mountains and the campers it attracts but for the love of everything that's holy : DO NOT reRAMP THE MAP!!! Posted Image

View PostRebel Ace Fryslan, on 26 August 2021 - 08:14 AM, said:

I think many maps could benefit from a nice overflight feature video, as people don't have/take time to explore it all.
This would help players use more functionality.

I would rather see people taking the time to explore the map like the way you can check your new Mech Build : TRAINING GROUNDS Posted Image

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Also maybe make a few about how Voip works and setup issues.
Play works a lot better with alpha to lima and maybe a tactic or 2 on comms.

As long as there are people beeing weird and annoying via ingame VoIP or don't know how to setup their microphone correctly I am leaving it OFF!!!

I am also online via TeamSpeak most of the time so having multiple people shouting in my ears isn't really usefull either! Posted Image

#236 DAEDALOS513

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Posted 27 August 2021 - 07:27 AM

Why was +10 armour added to the left arm of the inc-4? There are no weapon mounts there.. was this buff meant for the right arm that has a single energy mount?

#237 pattonesque

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Posted 27 August 2021 - 07:28 AM

View PostDAEDALOS513, on 27 August 2021 - 07:27 AM, said:

Why was +10 armour added to the left arm of the inc-4? There are no weapon mounts there.. was this buff meant for the right arm that has a single energy mount?


Shield arm

#238 SockSlayer

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Posted 27 August 2021 - 05:58 PM

So found this... How many flamers are enough flamers? :: MechWarrior Online General Discussions (steamcommunity.com)

Interestingly not even on the same forum as here, but again the issue of flamers comes up again the way I've been saying...they are so awful that why even use them most of time, and sure you might be able to overheat them...then what, do you have enough teammates left or enough firepower left to finish them? Do you get a bonus for overheating them? Double No.

So what is wrong exactly with them depends on the map, but most common is the range is just too dismal, another is if you fire more than a certain amount at one time, you get basically no damage or heat done to foe.

Extra range really would do little for lights like locust who like to dance around fatties point-blank, where if assaults use it they might actually be more useful.

#239 Ghostrider0067

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Posted 27 August 2021 - 06:55 PM

View Postpattonesque, on 21 August 2021 - 12:11 PM, said:


it's the only explanation for looking at a map with oodles of cover and routes to contest snipers and effectively giving up already


I'm not "giving up" in any sort of way. I was simply voicing my dissatisfaction based on my personal observation of the map as shown. Perhaps my tune will change once the actual map has been released and we have a chance to run it. Guess we'll find out soon enough.

#240 Therewolf

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Posted 27 August 2021 - 09:36 PM

Having been on the Manifold a few times now, it seems to me you're now made to decide at the beginning whether to go up on the sniping walls or down to the center. Changing your mind during the match is difficult or lengthy (except downward if you have jumpjets). Was this intended?





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