Free Worlds Colosseum Changes
#1
Posted 18 April 2023 - 10:14 AM
Ran a jumpy boy spider and got on top of the towers and even from up there the taller mineral formations and other towers stop it from being a perfect sniper perch. On the tallest tower in the middle you could still be hit from C5 ridge.
The umbrella shape of the towers doesn't off as much missile protection as I had thought because they are a bit to tall but yeah still nice cover.
#2
Posted 18 April 2023 - 03:26 PM
#3
Posted 18 April 2023 - 03:47 PM
Snipers on the first version weren't an issue if you had any amount of awareness to just use the terrain instead of stand in the open as you approached them - the entire map was already a counter to long range play.
#4
Posted 18 April 2023 - 04:09 PM
#5
Posted 18 April 2023 - 04:56 PM
#6
Posted 18 April 2023 - 06:20 PM
i have the same problem with Crucible, it started as an interesting map that just needed a small tweak here and there to something that is nearly unplayable. (hell i loved the whole top side underside play with the holes where you could shoot down into the underside or vise versa. all it really needed was a bit more cover top side for Domination and it would have been perfect. instead they completely redid it into a map that never gets voted for and not just because its a hot map)
#7
Posted 18 April 2023 - 06:42 PM
The only map I have any major issue with is honestly Alpine, and like you say even that could be corrected with some passes to make approaching the mountain and highgrounds more possible. HPG would be really the only other one just because of that ring, but again making it accessible from the inside would alleviate that - although most of it could be mitigated by just removing skirmish as a game mode as well (and possibly adding pathing back to bases to allow a covered/forced movement).
Haven't seen Crucible enough to have an opinion one way or the other though I don't really care for the lava map layouts on the whole.
#8
Posted 18 April 2023 - 06:53 PM
#9
Posted 19 April 2023 - 12:23 AM
But the new one is much better, there are solid covers, you can enjoy positional fights, closing for brawling, take cover from snipers and lurms.
It reminds me of the riverside at the Canyon, but more wide.
Edited by Storky, 19 April 2023 - 12:24 AM.
#10
Posted 19 April 2023 - 03:19 AM
#11
Posted 19 April 2023 - 07:16 AM
i actually like the lava maps as well as other hot maps because my builds tend to shine there while meta try hards have trouble because they almost all make builds that run hot.
#12
Posted 19 April 2023 - 07:54 AM
VeeOt Dragon, on 19 April 2023 - 07:16 AM, said:
I do agree that Solaris City is sh!tty (way too many excessively narrow chokepoints), but whats your issue with Mining Collective? I think its a great map that caters fine to everything - except LRMs, due to the vertical cover, but those are just as busted on River City / Crimson Straight so it seems odd to single out MC if its that.
FWC is obviously controversial. I think updated version is an improvement overall, but they went pretty OTT - i think if they about halved the number of towers and extra cube/pillar/thingys it would be much better.
VeeOt Dragon, on 19 April 2023 - 07:16 AM, said:
It always makes me laugh a bit when people use 'Try Hard' as an insult / derogatory term. Id consider myself a 'try hard' (though maybe not a 'meta' one, since i do create my own builds for my own playstyle) - i dont think its an insult to say i want to win and use effective strategies and builds to do so..
Also, many of the 'meta' builds run absolutely fine on hot maps. Tbh it doesnt really make that much difference ime, if a build is too hot to function at all on a hot map, its probably too hot on all maps. Temperature doesnt factor into my map preference at all these days.
Edited by Widowmaker1981, 19 April 2023 - 07:56 AM.
#13
Posted 19 April 2023 - 10:57 AM
#14
Posted 19 April 2023 - 11:42 AM
The 'old' version had a very simple cure for snipers sitting up on the ridge since both teams got easy access to said ridge. Send in a couple of brawlers to eat them alive. Was actually fun to be said brawler going up there, and if there wasn't someone up there it gave a pretty good direction to flank from. It also wasn't as hopeless being a slower 'mech on the low ground as people made it out to be, as long as your team actually dealt with UAVs. There was enough accidental coverage from AMS and ECM that a whole team could be covered from the feared LURMS, while there was enough rolling hills to deal with the blue lasers as long as you didn't just aim towards their base and go 100% throttle.
#15
Posted 19 April 2023 - 12:17 PM
The first version definitely favored snipers. Yes there was cover, but I often found myself pinned down and unable to advance because they had sniping weapons and I did not.
I would personally have been fine with adding medium sized rocks throughout to add that additional cover so you can run from rock to rock to advance and I would have preferred that the map edges were lowered about 30% so the sniper ledge wasn't so high and didn't provide as good of an angle to the snipers. It makes it that much harder to advance on their positions and return fire since the elevation provides additional cover.
#16
Posted 19 April 2023 - 02:50 PM
VeeOt Dragon, on 18 April 2023 - 03:26 PM, said:
My man you're coping; FWC in it's 1st iteration was horrible, It didn't let all builds work on that map, quite the opposite in fact; the fact you could also shoot into the enemies spawn from the start was also an equally awful feature of the map, and the fact that high ground could constitute an easy win granted the collective intelligence of the team knew how to play, would just bludgeon the team that always ran low.
There's a reason why it's played now, and that's because you can actually use mechs that don't require blue lasers, ERPPCs, or Gauss rifles to play without punching yourself in the face repeatedly.
#17
Posted 19 April 2023 - 06:28 PM
before the change i had it picked perhaps every 4 match or so now i rarely see it get more than single digit percentiles. that tells you something. its not as bad as crucible but thats still pretty bad.
#18
Posted 19 April 2023 - 06:33 PM
Widowmaker1981, on 19 April 2023 - 07:54 AM, said:
I do agree that Solaris City is sh!tty (way too many excessively narrow chokepoints), but whats your issue with Mining Collective? I think its a great map that caters fine to everything - except LRMs, due to the vertical cover, but those are just as busted on River City / Crimson Straight so it seems odd to single out MC if its that.
FWC is obviously controversial. I think updated version is an improvement overall, but they went pretty OTT - i think if they about halved the number of towers and extra cube/pillar/thingys it would be much better.
nah its more a player thing. it seems every time i play MC i get on a team that scatters or tries to go extra wide to the right so that the assaults that spawn over to the far left can never catch up and just get torn apart by the enemy team that goes just left of the central castle.even when i or some other player tires to call out any kind of tactic.
i do tend to play LRM often but its a combination of actually liking the weapon system and having hand tremors that when they act up i can't hit a Union Drop ship if its sitting on the landing pad with its engines off. honestly the only weapon i don't use much are Clan weapons (because i don't really play clan mechs) and SRMs, SLs, and SN-PPC (hell i only really use ER SLs and MLs as secondary weapons to other ****)
Edited by VeeOt Dragon, 19 April 2023 - 08:18 PM.
#19
Posted 19 April 2023 - 06:57 PM
Leadpaintchips, on 19 April 2023 - 11:42 AM, said:
The 'old' version had a very simple cure for snipers sitting up on the ridge since both teams got easy access to said ridge. Send in a couple of brawlers to eat them alive. Was actually fun to be said brawler going up there, and if there wasn't someone up there it gave a pretty good direction to flank from. It also wasn't as hopeless being a slower 'mech on the low ground as people made it out to be, as long as your team actually dealt with UAVs. There was enough accidental coverage from AMS and ECM that a whole team could be covered from the feared LURMS, while there was enough rolling hills to deal with the blue lasers as long as you didn't just aim towards their base and go 100% throttle.
I did this about every drop on it. Run up there push out the sniper with a dps missile boat and then rain hell on anyone in the open. atms plus range quirk could get you almost all the way across to E4 from C5.
I like it better now because it is more challenging for me than get the high ground and rain on people.
#20
Posted 19 April 2023 - 07:39 PM
bilagaana, on 19 April 2023 - 10:57 AM, said:
Seems like an intentional joke. Here you go whiners. You want cover? LMAO
It is like a player is supposed to get high on all those toxic mushrooms, and then barf purple, while hallucinating zeppelins in the sky. But where are the fireworks.
...
Overall. I am gonna be critical here.
Thumbs down. A fine example that you can't and shouldn't satisfy everyone.
Map went form:
- cool
- new
- interesting
- offering new game dynamic
- fireworks
- old
- boring
- million obstructions in a way
- purple barf on the walls x10.
Edited by Strelok7, 19 April 2023 - 07:42 PM.
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