#1
Posted 19 October 2021 - 10:52 AM
The only substantial parts added/modified are two ramps ....
... and one rock added, obviously to allow sniping ECM Night Gyrs to hide behind it.
(at least I do not remember that rock being there before, or maybe not so big)
Have I missed anything important?
#2
Posted 19 October 2021 - 11:01 AM
#3
Posted 19 October 2021 - 11:02 AM
And the megapede shells seem to have been rearranged a bit to make better cover in places. Plus the area under the "lily pads" is expanded.
Overall, I like it. certain parts of the map are prettier, and game play should be enhanced a bit with the extra ramps. Otherwise its mostly the same map, which I like.
#4
Posted 19 October 2021 - 11:17 AM
martian, on 19 October 2021 - 10:52 AM, said:
The only substantial parts added/modified are two ramps ....
... and one rock added, obviously to allow sniping ECM Night Gyrs to hide behind it.
(at least I do not remember that rock being there before, or maybe not so big)
Have I missed anything important?
Some areas are particularly more open but with decent cover from the center plateaus
#5
Posted 19 October 2021 - 11:24 AM
ScrapIron Prime, on 19 October 2021 - 11:02 AM, said:
Yeah, those are screenshots that I posted in the first post.
ScrapIron Prime, on 19 October 2021 - 11:02 AM, said:
You might be right, but I am not quite sure how they were arranged before.
ScrapIron Prime, on 19 October 2021 - 11:02 AM, said:
I noticed, but nobody went there before and I do not think that this is will change.
ScrapIron Prime, on 19 October 2021 - 11:02 AM, said:
Dunno. Perhaps I have expected more. Let us wait and see.
#7
Posted 19 October 2021 - 12:07 PM
#8
Posted 19 October 2021 - 12:34 PM
#9
Posted 19 October 2021 - 01:00 PM
#10
Posted 19 October 2021 - 09:41 PM
ScrapIron Prime, on 19 October 2021 - 01:00 PM, said:
is that to the left of the main hill? as the circle was always to the right of it instead of directly in the centre.
#11
Posted 20 October 2021 - 12:34 AM
(My Mauler has all 3x Hill Climb nodes already).
As to map layout, no major change noticed, just a few more cylindrical stone columns around the perimeter of the center, to help hide both attacker and defenders.
I like the small changes to this Viridian Bog reborn!
Edited by w0qj, 20 October 2021 - 04:48 AM.
#12
Posted 20 October 2021 - 01:04 AM
#13
Posted 20 October 2021 - 03:24 AM
I had several games there with my Piranha, and sometimes it's hard to get up for some ******* reason. And when falling down, without JJ, I can't turn mid-air.
#14
Posted 20 October 2021 - 05:13 AM
Additional ramps were not needed in D5 or D7, removal of hard cover in E7 and the addition of blocking claw features around E6 are pointless and detrimental to any kind of mech that is medium plus tall.
Although there's no implementation of the "crater/bowl" terrain, the increased emphasis on long range or sniper mode has still been followed through with the loss of hard terrain cover and the heightening of the carapaces has brought forward the channelling of pathways that seems to be the vogue on the map updates - follow these and you find you end up even more in a tin can alley and subjected to focus fire without being able to respond in any viable manner.
Not certain on one other point, there appears to be an increase in destructible vegetation; great, wonderful, something else to ruin line of sight and lock on mechanisms.
Viridian was never one of my favourite maps, mainly down to the lag load all the frill vegetation, insect life and mist that did nothing to add the the usefulness of the map; the reworking of it has removed what few redeeming features it did have and leave it yet another very much of an avoidable option.
On a more serious note; Why do these maps keep getting thrown out without them being play tested and taking/acting on feedback? Any designer knows that this is exceptionally important if you want to have a polished and acceptable product that meets the approval of the majority of the client base, not just the sycophants that have a simple and quite often small minded approach to what is right and what is not!
#15
Posted 20 October 2021 - 05:32 AM
#16
Posted 20 October 2021 - 06:28 AM
#17
Posted 20 October 2021 - 06:59 AM
Papaspud, on 20 October 2021 - 05:32 AM, said:
I wouldn't say "more sniper friendly". they added a way up to the ridge at E7 so non-jumpy mechs can get the high ground there BUT they removed all the cover from the top of said hill. The result is that both teams can get to a hill that has overwatch on the center hill, but both those hills have no cover. And there's still plenty of cover on the ground.
add to it the fact that there seem to be MULTIPLE LOCATIONS for the Domination circle on this map. It's almost like someone was listening!
No, this map isn't a dream for snipers, its a dream for any mech that moves at 100kph or above and has 5 jump jets or more.
#18
Posted 20 October 2021 - 07:07 AM
#19
Posted 20 October 2021 - 08:02 AM
Haipyng, on 20 October 2021 - 07:07 AM, said:
Yeah, that's an issue that needs work on a number of maps. its why I don't like Forest Colony (new not classic), as there are way too many things to stub your toe on and get stuck and shot to pieces.
#20
Posted 20 October 2021 - 10:30 AM
PeppaPig, on 20 October 2021 - 05:13 AM, said:
Additional ramps were not needed in D5 or D7
Seriously?
Literally all that did was make each side more balanced. I fail to see how that could possibly be a bad thing.
All of the other changes have barely made it better for "snipers", if at all. And even if they did, this map was unfriendly to sniping before, so giving sniping a nudge up on this map was definitely called for. Sorry you don't like the sniping playstyle but being balanced is more important than catering to the opinions of a handful of players that hate sniping (but are no doubt totally cool with LRM boating because reasons and stuff).
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users