New Map Preview - Hellbore Outpost
#21
Posted 10 December 2021 - 07:28 AM
Very nice however.
#22
Posted 10 December 2021 - 07:29 AM
#23
Posted 10 December 2021 - 08:33 AM
#24
Posted 10 December 2021 - 08:40 AM
#25
Posted 10 December 2021 - 09:15 AM
I'm hoping it's Rubellite-sized or smaller, not something like Forest Colony or Polar.
#26
Posted 10 December 2021 - 09:25 AM
pattonesque, on 10 December 2021 - 08:33 AM, said:
And that is sad, trully sad.
So, Hellebore now goes to QP. Which next? Emerald taiga? Why not give us three more variants of Terra therma? Almost a month since last played on TT because noone choose that. They favour s**ker-candidates like Solaris city...
Give us an event where only Terra therma is playable! And ban Solaris city because that one is basicly wrong.
And yepp, I await to see how this Hellebore would work in QP. In FP it is a decent map (better than Grim portico or the forge IMHO)...
hehehe...
What if there may be 2x12 Firemoth (because someone necro-d a topic for this dasher) struggle on this new map? That would be, well, interesting...
#27
Posted 10 December 2021 - 09:30 AM
#28
Posted 10 December 2021 - 09:32 AM
Duke Falcon, on 10 December 2021 - 09:25 AM, said:
So, Hellebore now goes to QP. Which next? Emerald taiga? Why not give us three more variants of Terra therma? Almost a month since last played on TT because noone choose that. They favour s**ker-candidates like Solaris city...
Give us an event where only Terra therma is playable! And ban Solaris city because that one is basicly wrong.
And yepp, I await to see how this Hellebore would work in QP. In FP it is a decent map (better than Grim portico or the forge IMHO)...
hehehe...
What if there may be 2x12 Firemoth (because someone necro-d a topic for this dasher) struggle on this new map? That would be, well, interesting...
huh?
This is a net new map. They aren't removing hellbore.
pattonesque, on 10 December 2021 - 09:30 AM, said:
Only because the objectives and spawns are in the same place every time, and the outsides of the map (which are densely packed with cool stuff) are wasted.
#30
Posted 10 December 2021 - 09:35 AM
Beyond that, I'm finally at a loss as how to express the continuing ignorance of the game's mechanics and arrogance at throwing out unsuitable maps, that has become Francois/PGI's current trend.
Lots of inaccessible high points, perfect for sniping from should you have plenty of jump jets to get to, stupidly high drop-offs that are going to be ruinous to heavier mechs scrambling to get out of lrm/sniper view and again, this fascination of channelling mechs into slaughter lines because the sides of the pathways are too steep to get out of.
If, and I say if, PGI is going to pass out this kind of work as appropriate, suitable or even wanted, put it through the PTS and take onboard feedback instead of dropping this kind of macerated sewage as a final product - fixes haven't even been implemented from the Polar Highlands debacle, never mind the following bodge jobs that followed, e.g. massive holes in terrain, structures floating away from other parts, invisible bear traps that lock you in place, colour and texture mismatching . . . the list goes on and has been fed back from other players, all who are being ignored.
Do it right or don't do it at all.
#31
Posted 10 December 2021 - 09:56 AM
PeppaPig, on 10 December 2021 - 09:35 AM, said:
Beyond that, I'm finally at a loss as how to express the continuing ignorance of the game's mechanics and arrogance at throwing out unsuitable maps, that has become Francois/PGI's current trend.
Lots of inaccessible high points, perfect for sniping from should you have plenty of jump jets to get to, stupidly high drop-offs that are going to be ruinous to heavier mechs scrambling to get out of lrm/sniper view and again, this fascination of channelling mechs into slaughter lines because the sides of the pathways are too steep to get out of.
If, and I say if, PGI is going to pass out this kind of work as appropriate, suitable or even wanted, put it through the PTS and take onboard feedback instead of dropping this kind of macerated sewage as a final product - fixes haven't even been implemented from the Polar Highlands debacle, never mind the following bodge jobs that followed, e.g. massive holes in terrain, structures floating away from other parts, invisible bear traps that lock you in place, colour and texture mismatching . . . the list goes on and has been fed back from other players, all who are being ignored.
Do it right or don't do it at all.
What fixation do you have on making yourself into the victim here? What do you get out of it? Do you really think its justifiable to advocate for eliminating all snipers and turning maps into featureless bowls just so you can pilot an atlas without having to worry about positioning?
#32
Posted 10 December 2021 - 10:03 AM
GoodTry, on 10 December 2021 - 09:15 AM, said:
I'm hoping it's Rubellite-sized or smaller, not something like Forest Colony or Polar.
Personally I like larger maps such as the new Forest Colony and both the old and new Polar Highlands. Fast light and medium 'Mechs need some space that can be used for flanking, hit-and-run tactics, etc.
Anyway, the static objectives are the problem because they force the players to fight over the same patch of land every time.
#33
Posted 10 December 2021 - 10:32 AM
martian, on 10 December 2021 - 10:03 AM, said:
I disagree about that. I think you can do those things just fine in Rubellite-sized maps (and even Frozen City Classic-sized maps with the right terrain).
This horse has been beaten beyond death, but I just don't like spending 3-5 minutes walking to the fight, just for a usually-very-short fight in the usual location. If the fights are going to be short and in the same couple of locations regardless (and there is no sign that is going to change), I'd rather spend less game time just walking just to get to them.
#34
Posted 10 December 2021 - 01:07 PM
#35
Posted 10 December 2021 - 01:36 PM
#36
Posted 10 December 2021 - 02:05 PM
#37
Posted 10 December 2021 - 03:03 PM
Kotis77, on 10 December 2021 - 06:30 AM, said:
Cauldron does not balance around FP as has been stated many times.
Quick Play is the mode 99% of players play regularly.
We balance for QP and in QP snipers are not nearly as common as people like to claim (without proof) and no 1-2 snipers per side is not 'too many'.
Additionally looking at the video it doesn't seem to be a "snipe fest" map at all. A brawler with seismic would appear to be pretty strong with many corners and ramps
#38
Posted 10 December 2021 - 03:09 PM
#39
Posted 10 December 2021 - 04:48 PM
Pretty map though. It'll be fun to have a new place to suck and die in!
#40
Posted 10 December 2021 - 05:09 PM
Kotis77, on 10 December 2021 - 03:09 PM, said:
Quickplay, the mode that for all intents and purposes is practice mode.
The most meaningless mode in the game.
The majority of players are in quickplay? That's one way of looking at it.
I'd say the majority of players have already left.
Even Sean Lang said 2022 will likely be the year he moves on.
The devs clearly aren't willing to invest in the end game, because the game is clearly at it's end.
They teased maybe possibly by the end of the year to squeeze some more dollars out of us, but the end of the year is here and what exactly did we get? We all know exactly what we got.
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