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Can We Keep Broken Tourmaline As A New Map?


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#21 Quicksilver Aberration

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Posted 22 June 2022 - 04:20 PM

View PostLordNothing, on 22 June 2022 - 04:05 PM, said:

i wouldnt exactly say the game is rewarding this behavior.

Depends on the motive. This is a PvP game though so imo the ultimate reward is still winning (it does payout better as well), and if you have a great spot to camp in, there is very little incentive to leave that spot (then it becomes a game of who gets antsy first and walks into a death trap). Artillery-esque weapons would help since there is more of a cost to leverage them compared to arty consumables such that there is less likely to be calls for nerfs (it would also hopefully be less "spammy"). Still though, these are bandaids to the problem which is that some game modes just don't incentivize active play. Skirmish is the worst, but incursion and assault aren't much better given how they work. Conquest probably forces engagements the best outside of larger maps because you want that three cap advantage to force engagements on your terms which means a lot of positioning at first. Larger maps are rough because if the caps are too spread out, you can make a strategy to just play caps (and as funny as they are, they just shouldn't happen). Domination is nice but not as nice as conquest because if both teams get in the circle at the same time, there is no good tiebreaker like there is with conquest (if there is an open cap, you will take it if the enemy gives it up just to have cap advantage).

View PostLordNothing, on 22 June 2022 - 04:05 PM, said:

its the 9 other players, and possibly myself (i usually end up dying trying to work around the situation) that enter a state of apathy as a result of seeing a couple guys hanging back. not taking risks is bloody contagious.

as much as id like to blame something out of my control, i kind of think that is the easy way out.

Some of us have called this pugstar mentality because some of the good players will play like this. Using the rest of the team as meatshields for them to do a lot of damage on the enemy. It's a valid if unfortunate play style especially in uncoordinated scenarios, however map design is partly to blame here because almost all of the new maps/redesigns have offered great positions to do exactly that. HPG, Emerald, pre-patch Caustic, Polar, Rubellite, Alpine, reworked Canyon (somewhat), reworked Viridian Bog. There is some commonality between all of these maps too (outside of Alpine and somewhat Canyon), in that they all feature low center areas and high ground that has great sightlines on the edges of the center area with optimal range for poking at anything that wanders into the no-man's land in the center. HPG is on the edge because it does offer a bit more cover, but honestly the rework made the barrier of entry for going on the wall too easy.

Edited by Quicksilver Kalasa, 22 June 2022 - 04:59 PM.


#22 Meep Meep

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Posted 22 June 2022 - 04:41 PM

View PostQuicksilver Kalasa, on 22 June 2022 - 04:20 PM, said:

HPG is on the edge because it does offer a bit more cover, but honestly the rework made the barrier of entry for going on the wall too easy.


Yep. Easy to climb ramps in the spawn that end in cover made it an assault snipers dream map. They should remove all spawn ramps and only have the ramps on the inside so that if you want to climb to the top you have to expose to do it.

#23 pattonesque

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Posted 22 June 2022 - 04:50 PM

Something *like* this with a little more hard cover for lurms would be kinda cool tbh

#24 Meep Meep

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Posted 22 June 2022 - 05:04 PM

Yeah. I think that as a proof of concept and how the map keeps getting a majority vote when it comes up shows it has good potential. But don't add in too much clutter. I don't think there should be any buildings at all unless its a destroyed model. This map should be like an ongoing major battlefield strewn with wrecked mechs and massive craters and shatter terrain. No vegetation either. Just morph the terrain a bit to restrict some of the more op sniper lines of fire and add in some flavor assets and we are good to go.

#25 Crohnic

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Posted 22 June 2022 - 05:21 PM

Tourmaline Baldlands

Edited by Crohnic, 22 June 2022 - 05:22 PM.


#26 Vonbach

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Posted 22 June 2022 - 06:29 PM

More maps are always nice

#27 bilagaana

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Posted 22 June 2022 - 06:44 PM

I assumed it had been taken out of the rotation until debugged. Then it showed up once but got outvoted by...you guessed it...

#28 Meep Meep

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Posted 22 June 2022 - 07:10 PM

Vitric is turning out to be a very fun map now that people are getting used to the routes and where to push or retreat to. The difficulty in getting up top once you commit to the ground is a nice touch too and forces a team to split up early or get dominated from above. This is much more pronounced than in hpg. To me the name should have been hpg arena. Posted Image

#29 katoult

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Posted 22 June 2022 - 10:58 PM

View PostMeep Meep, on 22 June 2022 - 05:04 PM, said:

No vegetation either.

Some vegetation could work. Think at most Something along the lines of the sand beaches of New Forest Colony. No trees, no LOS obstruction.

#30 TheCaptainJZ

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Posted 24 June 2022 - 06:06 AM

Change time of day and the skybox and add some fog or dust to low areas too?





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