Map And Mode Feedback!
#101
Posted 02 August 2023 - 01:36 PM
And Alpine always seemed better suited for scouting in CW/FP
#102
Posted 02 August 2023 - 01:38 PM
Frost_Byte, on 01 August 2023 - 07:14 PM, said:
1) Ceres fix in August patch will fix the pink bug for AMD users. That's the primary fix for the map.
2) The map designs comes from Krazzdaxx, we have faith in his work and his ideas.
3) I made this poll to see if I could take what you all liked and didn't like and update the bias of our matchmaker. There are parameters for how often a map or mode shows up, and I wanted to take this information and work with Cauldron and other members at PGI to see if we can update these parameters for something more enjoyable for the players. Not cut out a map entirely, but if something is really hated then reduce the frequency of it showing up.
It would be great to see maps with more Greenery. So much of it is very grey. Everytime Forest Colony, River City, Crimson, Bog, etc. get selected i'm always thrilled to play them moreso than the others like HPG, Hellbore, Frozen City, etc. with no life to them.
I saw a comment on here regarding a previous event where we ran Faction style drop decks, but were playing the regular QP maps like Forest Colony, HPG, etc. and regular game modes. It was really refreshing to play that mode you guys made up in the event and would love to see it more. The game needs more life fed into it, something that the specific event mode definitely did, seemed like that event was just packed.
Edited by GravityDrop, 02 August 2023 - 01:39 PM.
#103
Posted 02 August 2023 - 01:46 PM
#104
Posted 02 August 2023 - 02:15 PM
I do agree and improvement can / should be made to the map, but overall. It is a long time favorite if you know how to use it.
#105
Posted 02 August 2023 - 02:27 PM
#106
Posted 02 August 2023 - 03:10 PM
Edited by lazyhate101, 02 August 2023 - 03:12 PM.
#107
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.
#108
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?
#109
Posted 02 August 2023 - 04:23 PM
#110
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.
#111
Posted 02 August 2023 - 05:24 PM
LordNothing, on 02 August 2023 - 05:20 PM, said:
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).
Incursion EQ could actually be fun. Beef up the turrets a bit. And replace the Air Control thing with... something else that's actually useful.
Edited by the check engine light, 02 August 2023 - 05:24 PM.
#112
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.
#113
Posted 02 August 2023 - 05:32 PM
Delete Alpine Peaks, its garbage and always was.
Siege mode, best mode.
#114
Posted 02 August 2023 - 06:24 PM
#115
Posted 02 August 2023 - 06:44 PM
#116
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
#117
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.
#118
Posted 02 August 2023 - 07:43 PM
#119
Posted 02 August 2023 - 07:47 PM
Edited by F i s s i o n, 02 August 2023 - 07:52 PM.
#120
Posted 02 August 2023 - 07:48 PM
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