Hibernal Rift
#1
Posted 23 July 2022 - 03:24 PM
#2
Posted 23 July 2022 - 06:12 PM
Good hunting,
CFC Conky
#3
Posted 23 July 2022 - 06:30 PM
#4
Posted 23 July 2022 - 08:01 PM
Nothing is worse than Alpine or Frozen city though..
Edited by Nomad Tech, 23 July 2022 - 08:02 PM.
#5
Posted 23 July 2022 - 08:47 PM
Nascar started, potato assaults die. Then die all potato.
And another case. Potato nascar stopped by solid fire, all potato walking near ship and die.
Edited by Saved By The Bell, 23 July 2022 - 08:48 PM.
#6
Posted 23 July 2022 - 10:24 PM
Never figured it out
Saved By The Bell, on 23 July 2022 - 08:47 PM, said:
Nascar started, potato assaults die. Then die all potato.
And another case. Potato nascar stopped by solid fire, all potato walking near ship and die.
#7
Posted 24 July 2022 - 10:08 AM
Granted, all fights in 99% of matches take place at the same spot these days. I'd love to see people actively try to do something different during skirmish matches.
#8
Posted 24 July 2022 - 11:48 AM
Ihlrath, on 24 July 2022 - 10:08 AM, said:
That happens when you drop with a lot of comms-savvy players. So... not often... but enjoyable when it does.
Speaking of which... plugging again for putting multiple domination circles on certain maps to breath more life into them... Polar, Alpine, Therma, Hellebore... let's use more than just the same spot on the map, please!
#9
Posted 24 July 2022 - 12:27 PM
ScrapIron Prime, on 24 July 2022 - 11:48 AM, said:
That happens when you drop with a lot of comms-savvy players. So... not often... but enjoyable when it does.
Speaking of which... plugging again for putting multiple domination circles on certain maps to breath more life into them... Polar, Alpine, Therma, Hellebore... let's use more than just the same spot on the map, please!
I sincerely believe putting a drop deck into QP just like EQ has would solve a lot of the issues with players not using all of the map. E.g. In domination Alpha and Beta generators become important when the timer gets low and killing all of one team's drop deck is impossible. What did you think of EQ?
#10
Posted 24 July 2022 - 12:41 PM
Ihlrath, on 24 July 2022 - 10:08 AM, said:
Encourages? No. Enables? Yes. Rift has a lot of ways to approach any given area on the map without being seen. I've seen fights on just about every area of high and low ground on the map. Alpine? Old Polar? Plexis? plenty of parts of the map get used so infrequently they may as well not be there.
#11
Posted 24 July 2022 - 01:00 PM
I do wish some more ramps were added. This was actually PGI's first "fix" for canyon and the new canyon took some ideas from it and added more fixes. I think Francois should alter this map too less drastically and in different ways than new canyon, so it has a different feel. The main problem is the central area. Where the large ramps go up, they should have the same gradient going up on the other side so you could nascar left just as well. That might help the most.
#12
Posted 24 July 2022 - 01:15 PM
TheCaptainJZ, on 24 July 2022 - 01:00 PM, said:
I do wish some more ramps were added. This was actually PGI's first "fix" for canyon and the new canyon took some ideas from it and added more fixes. I think Francois should alter this map too less drastically and in different ways than new canyon, so it has a different feel. The main problem is the central area. Where the large ramps go up, they should have the same gradient going up on the other side so you could nascar left just as well. That might help the most.
TBH, I wish they would've left Canyon alone because removing that cover from the central area just sucks. Hibernal also has a problem where they "fixed" a lot of areas mechs could previously get up making some spawns basically death traps. Hibernal is still the worst version of Canyon.
If they touch either, Hibernal needs more options to escape the various death valleys. Canyon needs to center pillars re-added because it too open. Both need to have death valley fixed (death valley is the C4/D3 valley that leads to the worst ramp to fight on. Death valley is just the worst spot to end up in and there really isn't a viable escape from it that really allows you to approach a better position.
#13
Posted 25 July 2022 - 08:11 AM
Saved By The Bell, on 23 July 2022 - 08:47 PM, said:
Nascar started, potato assaults die. Then die all potato.
And another case. Potato nascar stopped by solid fire, all potato walking near ship and die.
This
#14
Posted 25 July 2022 - 09:38 AM
Almost every match 1-3 Assaults get chewed up in less than 90 seconds as they try and find a way up and out of the spawn point.
#15
Posted 25 July 2022 - 09:59 AM
#16
Posted 25 July 2022 - 10:21 AM
Why do those matter to so many players?
-Big maps usually means slow and we're all pretty ADHD and want to fight, smaller maps also minimize the practical difference between really fast and really slow mechs.
-Complex maps work against new or casual players, and notably enable ambushers/backstabbers, who everyone hates being killed by (even if you're a closet backstabber yourself).
-Poor visibility is awful and avoided by pretty much everyone, period.
- Clutter that a mech pilot constantly needs to be dodging works significantly against new or casual players, or those who are just chronically not great pilots, and again, favors the very best players who are the last people who need it.
-Cold is basically everyone's friend, cause heat management sucks, and...yet again...hot maps cause way more problems for poor players compared to great ones.
So, in summary, it seems its popular as it's a bit of an equalizer map. Tough maps favor the skilled minority; and the semi-skilled majority have enough to contend with on the battlefield without being beaten by the very maps they drop into.
Edited by An6ryMan69, 25 July 2022 - 10:41 AM.
#17
Posted 26 July 2022 - 05:55 AM
BellatorMonk, on 25 July 2022 - 09:38 AM, said:
Almost every match 1-3 Assaults get chewed up in less than 90 seconds as they try and find a way up and out of the spawn point.
When your team gets that spawn point, it is basically an auto-win if you go and help that lance. Reds never expect their push to be halted, and give up map control trying to attrite your Assaults if they can't crush them fast.
#18
Posted 26 July 2022 - 07:18 AM
RickySpanish, on 26 July 2022 - 05:55 AM, said:
Unfortunately, counter-push moves are as rare as the counter-nascar (anti-nascar) ones. People just run ahead
#19
Posted 26 July 2022 - 09:01 AM
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