Edited by lazyhate101, 02 August 2023 - 03:12 PM.
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Map And Mode Feedback!
#101
Posted 02 August 2023 - 03:10 PM
#102
Posted 02 August 2023 - 03:34 PM
Lockheed_, on 02 August 2023 - 03:23 PM, said:
Lockheed_, on 02 August 2023 - 02:34 PM, said:
Old polar was Trench warfare with LRMs there was no cover at all...
I played one game of Solaris city where my team stayed where they spawned and let the enemy come to us worked very well I can see it working in Skirmish and assault.
And i can't stress this enough Please, put turrets back in on assault!
Edited by KursedVixen, 02 August 2023 - 03:37 PM.
#103
Posted 02 August 2023 - 04:01 PM
But, Incursions plain suck in quickplay, and I've felt that certain combinations are less fun than others.
I've noticed in ceres graveyard that when you play Domination, it's not unusual that one team gets pushed out of the ring and has to push back, which is a huge upgrade to that gamemode over the usual "Deathmatch in the middle", if it's not a straight upgrade, then it's a nice change from the usual.
On the flipside a bunch of maps are a bit unfun in certain modes, running for points on too large a map is a chore, brawling deathmatch on maps with very particular spawnpoints that dont allow for positioning are iffy.
Imho I'dd like to see a new mode that incentivises exploration of unused parts of maps, this obviously would require some sort of "heatmap" tracking of maps to see how players move and engage in this game in general.
Maybe some sort of supply drop function could be used to generate objectives at insofar little used areas?
#104
Posted 02 August 2023 - 04:23 PM
#105
Posted 02 August 2023 - 05:20 PM
similar pattern with modes, i guess everyone hates incursion, i picked skirmish as #1, and was surprised more people liked domination. i guess the notion that everyone just wants to shoot robbits is bupkis, maybe they just want to brawl. latter seems most likely.
i should point out my opinion about modes changes greatly outside of quick play. with a drop deck and an appropriate clock length and cap goal, conquest is the best mode. likewise incursion becomes more interesting and loses its slot as the worst, not the best mind you. domination becomes the worst. because it just takes one lethargic team and one aggressive team and the match may as well been a game of solaris (which sucks if you queued up for fp).
Edited by LordNothing, 02 August 2023 - 05:23 PM.
#106
Posted 02 August 2023 - 05:26 PM
the check engine light, on 02 August 2023 - 05:24 PM, said:
incursion isnt bad, its just that when you play it in qp, its skirmish. there is very little reason to play for the bases when you can just kill everyone and end it. its not suited to qp at all. give it a deck and you got to worry about sneaks and actually bother putting in batteries. air control comes into play, you can time it with enemy respawn. in qp, nobodys in the base.
Edited by LordNothing, 02 August 2023 - 05:31 PM.
#107
Posted 02 August 2023 - 05:32 PM
Delete Alpine Peaks, its garbage and always was.
Siege mode, best mode.
#108
Posted 02 August 2023 - 06:24 PM
#109
Posted 02 August 2023 - 06:44 PM
#110
Posted 02 August 2023 - 06:55 PM
To me the most important parts of a map:
Cover
High ground
Choke Points
Conquest shape (Crimson Strait is an example bad)
Assault Shape (again Crimson Strait is bad while Mining Colony is good)
Line of Sight
Get rid of incursion
Visibility
Then the size, I do NOT want to walk for 2 minutes before establishing cover
Then the very least of my worries is how pretty it looks. I lived in the golden eye era, it was ugly.
Pay an influencer outside the MWO community to do a sponsored add.
GG
#111
Posted 02 August 2023 - 07:32 PM
Most of the time seeing a lot of long range or sniper builds and people are just nascaring but even further away than before; an example from the newest map the scrapyards, the water paths are long narrow halls with steep mountains on either side that make it so people need to either be a sniper or have jump jets; assault mechs that cant fly and/or are close range suffer a lot here.
As a preferred brawler myself, i understand it does need a balance so that close range doesn't get too strong, but currently brawling is a lot more rare; most of my friends who used to play MWO left because of how overpowering long range can be lately. Might need to do something to help the close range builds; going back to scrapyards: one option could be to make more lower hills, ramps, or paths, so slower assaults and close range builds aren't trapped in the narrow halls in the water for snipers to pick off so easily.
#112
Posted 02 August 2023 - 07:43 PM
#113
Posted 02 August 2023 - 07:47 PM
Edited by F i s s i o n, 02 August 2023 - 07:52 PM.
#114
Posted 02 August 2023 - 07:48 PM
#115
Posted 02 August 2023 - 08:05 PM
Hibernal rift also needs TLC... especially on domination...so the ring around the rosie can end...very fixable...would like to see more bridges...would NOT go for the polar highlands solution.
Hellebore springs...TLC again...not enough areas for pass through on parts of the map...if you fall there is no easy way to get back up quickly...could use mech lifts or elevators maybe...parts of the map see little if any use sometimes too, partly because of spawns, but also lack of objectives in those areas....always after spawn you go up the winding ridge to the center...never down in the valley to move across the map...unless you are in a fast light mech with jump jets...but that's certainly not me.
Grim Plexus needs a complete do-over: changes in spawns, added cover across map, more usage and accessibility of bismuth towers... those are currently too close together, too steep...limiting usage to mechs with decent jump jets/campers...I want to see more options for climbing), Terra Therma feels like a lost cause...no matter how you change it, it seems it will remain bad...same with caustic valley.
River City gets a big thumbs down for too many sniper/camper spots that favor advanced zoom...absolutely HATE how easy it is for snipers to take pot shots at players crossing the river. Haze and lighting also obscures vision for those trying to hit back snipers. Lots of potential with changes to spawn locations, added cover for river crossing, more structural "bridges" or crossings going across the map.
Edited by 13Tradesman, 02 August 2023 - 08:13 PM.
#116
Posted 02 August 2023 - 09:09 PM
13Tradesman, on 02 August 2023 - 08:05 PM, said:
River City gets a big thumbs down for too many sniper/camper spots that favor advanced zoom...absolutely HATE how easy it is for snipers to take pot shots at players crossing the river. Haze and lighting also obscures vision for those trying to hit back snipers. Lots of potential with changes to spawn locations, added cover for river crossing, more structural "bridges" or crossings going across the map.
#117
Posted 02 August 2023 - 09:52 PM
But after the poll is finished, would love to see a post talking about if they're happy with current player usage of the maps. As many posts have pointed out, a number of maps (and we only get one vote for best/worst) have issues where the fight takes place in the same spot, every time, almost no matter what the game mode is. Crimson Strait, Forest Colony (new), Grim Plexus, HPG Manifold, and River City come to mind in terms of maps where the fights are always concentrated in I would say the same 20% of the map.
#118
Posted 02 August 2023 - 09:54 PM
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
Seeing Domination on the other hand a favourite gamemode - ugh....
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/sad.png)
Stay well everyone!
PS: Players will hate something regardless so it is not a bad strategy to give them something to hate on thus the other content must not suffer player displeasure for the sake of showing player displeasure!
Edited by Thorqemada, 03 August 2023 - 01:54 AM.
#119
Posted 02 August 2023 - 11:15 PM
#120
Posted 02 August 2023 - 11:58 PM
F i s s i o n, on 02 August 2023 - 07:47 PM, said:
Indeed Domination mode is a problem for Event Queue Drop Deck matches and Faction Play. The Drop Deck situation itself forces teams to not loose overview and map control, for not getting stomped in their dropzone areas. Currently teams in Faction Play have 90 seconds to get there after a wave mechs is gone. There is a lot matches people asking teammates to step OUT of the circle to not end the match after 6 minutes, cause waiting times are long there and ppl want to kill more mechs and play the game instead of winning in couple minutes for a 20-25min waiting to get in lobby for FP. Domination mode in Faction Play is a big "bumper". Give it way more time, or remove it, or remove it for a centered beacon to get radar or lill artillery asisstance for ur team would be more enjoyable to play.(not the tom pls)
-Domination circle on Caustic-minimap is too hard to read, pls change domination circle color or the map color for the minimap to make the circle visible there
Edited by McGosy, 03 August 2023 - 12:02 AM.
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