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Map And Mode Feedback!


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Poll: Map and Mode Feedback (2036 member(s) have cast votes)

Favorite Large Map?

  1. Voted Alpine Peaks (188 votes [9.24%] - View)

    Percentage of vote: 9.24%

  2. Forest Colony (131 votes [6.44%] - View)

    Percentage of vote: 6.44%

  3. Voted Free Worlds Coliseum (114 votes [5.60%] - View)

    Percentage of vote: 5.60%

  4. Frozen City (96 votes [4.72%] - View)

    Percentage of vote: 4.72%

  5. Voted Grim Plexus (447 votes [21.98%] - View)

    Percentage of vote: 21.98%

  6. Polar Highlands (125 votes [6.15%] - View)

    Percentage of vote: 6.15%

  7. Voted Solaris City (314 votes [15.44%] - View)

    Percentage of vote: 15.44%

  8. Terra Therma (58 votes [2.85%] - View)

    Percentage of vote: 2.85%

  9. Terra Therma Crucible (71 votes [3.49%] - View)

    Percentage of vote: 3.49%

  10. Voted Tourmaline Desert (490 votes [24.09%] - View)

    Percentage of vote: 24.09%

Favorite Medium Map?

  1. Caustic Valley (84 votes [4.13%] - View)

    Percentage of vote: 4.13%

  2. Crimson Strait (126 votes [6.19%] - View)

    Percentage of vote: 6.19%

  3. Emerald Vale (188 votes [9.24%] - View)

    Percentage of vote: 9.24%

  4. Voted HPG Manifold (373 votes [18.34%] - View)

    Percentage of vote: 18.34%

  5. Hellebore Springs (59 votes [2.90%] - View)

    Percentage of vote: 2.90%

  6. Voted Mining Collective (511 votes [25.12%] - View)

    Percentage of vote: 25.12%

  7. Voted River City (189 votes [9.29%] - View)

    Percentage of vote: 9.29%

  8. Voted Rubellite Oasis (323 votes [15.88%] - View)

    Percentage of vote: 15.88%

  9. Viridian Bog (181 votes [8.90%] - View)

    Percentage of vote: 8.90%

Favorite Small Map?

  1. Voted Canyon Network (705 votes [34.66%] - View)

    Percentage of vote: 34.66%

  2. Voted Ceres Metal Scrapyard (149 votes [7.33%] - View)

    Percentage of vote: 7.33%

  3. Voted Forest Colony Classic (83 votes [4.08%] - View)

    Percentage of vote: 4.08%

  4. Voted Forest Colony Classic Snow (53 votes [2.61%] - View)

    Percentage of vote: 2.61%

  5. Frozen City Classic (109 votes [5.36%] - View)

    Percentage of vote: 5.36%

  6. Frozen City Classic Night (240 votes [11.80%] - View)

    Percentage of vote: 11.80%

  7. Hibernal Rift (220 votes [10.82%] - View)

    Percentage of vote: 10.82%

  8. Vitric Station (475 votes [23.35%] - View)

    Percentage of vote: 23.35%

Least Favorite Large Map?

  1. Voted Alpine Peaks (668 votes [32.84%] - View)

    Percentage of vote: 32.84%

  2. Forest Colony (121 votes [5.95%] - View)

    Percentage of vote: 5.95%

  3. Free Worlds Coliseum (177 votes [8.70%] - View)

    Percentage of vote: 8.70%

  4. Frozen City (168 votes [8.26%] - View)

    Percentage of vote: 8.26%

  5. Voted Grim Plexus (67 votes [3.29%] - View)

    Percentage of vote: 3.29%

  6. Polar Highlands (155 votes [7.62%] - View)

    Percentage of vote: 7.62%

  7. Voted Solaris City (341 votes [16.76%] - View)

    Percentage of vote: 16.76%

  8. Terra Therma (134 votes [6.59%] - View)

    Percentage of vote: 6.59%

  9. Voted Terra Therma Crucible (139 votes [6.83%] - View)

    Percentage of vote: 6.83%

  10. Tourmaline Desert (64 votes [3.15%] - View)

    Percentage of vote: 3.15%

Least Favorite Medium Map?

  1. Voted Caustic Valley (511 votes [25.14%] - View)

    Percentage of vote: 25.14%

  2. Crimson Strait (156 votes [7.67%] - View)

    Percentage of vote: 7.67%

  3. Voted Emerald Vale (199 votes [9.79%] - View)

    Percentage of vote: 9.79%

  4. HPG Manifold (165 votes [8.12%] - View)

    Percentage of vote: 8.12%

  5. Voted Hellebore Springs (429 votes [21.10%] - View)

    Percentage of vote: 21.10%

  6. Mining Collective (122 votes [6.00%] - View)

    Percentage of vote: 6.00%

  7. River City (183 votes [9.00%] - View)

    Percentage of vote: 9.00%

  8. Voted Rubellite Oasis (102 votes [5.02%] - View)

    Percentage of vote: 5.02%

  9. Viridian Bog (166 votes [8.17%] - View)

    Percentage of vote: 8.17%

Least Favorite Small Map?

  1. Canyon Network (213 votes [10.47%] - View)

    Percentage of vote: 10.47%

  2. Voted Ceres Metal Scrapyard (408 votes [20.06%] - View)

    Percentage of vote: 20.06%

  3. Forest Colony Classic (401 votes [19.71%] - View)

    Percentage of vote: 19.71%

  4. Forest Colony Classic Snow (137 votes [6.74%] - View)

    Percentage of vote: 6.74%

  5. Voted Frozen City Classic (239 votes [11.75%] - View)

    Percentage of vote: 11.75%

  6. Frozen City Classic Night (66 votes [3.24%] - View)

    Percentage of vote: 3.24%

  7. Voted Hibernal Rift (333 votes [16.37%] - View)

    Percentage of vote: 16.37%

  8. Vitric Station (237 votes [11.65%] - View)

    Percentage of vote: 11.65%

Favorite Gamemode?

  1. Voted Assault (333 votes [16.37%] - View)

    Percentage of vote: 16.37%

  2. Voted Conquest (422 votes [20.75%] - View)

    Percentage of vote: 20.75%

  3. Incursion (155 votes [7.62%] - View)

    Percentage of vote: 7.62%

  4. Voted Skirmish (487 votes [23.94%] - View)

    Percentage of vote: 23.94%

  5. Voted Domination (637 votes [31.32%] - View)

    Percentage of vote: 31.32%

Least Favorite Gamemode?

  1. Voted Assault (149 votes [7.33%] - View)

    Percentage of vote: 7.33%

  2. Voted Conquest (380 votes [18.68%] - View)

    Percentage of vote: 18.68%

  3. Voted Incursion (998 votes [49.07%] - View)

    Percentage of vote: 49.07%

  4. Skirmish (314 votes [15.44%] - View)

    Percentage of vote: 15.44%

  5. Voted Domination (193 votes [9.49%] - View)

    Percentage of vote: 9.49%

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#181 BROARL

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Posted 05 August 2023 - 04:08 AM

thankyou PGI for giving us players the opportunity to offer feedback, and thanks everyone who votes.

personally i (try to) like all maps. every map is an opportunity to blow **** up. though i must admit i am not a fan of how some players use some maps i do not blame the map, i try not to hate on other players for not playing the game the way i want them to, and i would miss any of these maps if they are removed.
bring back classic polar (not often i hope but bring it back a little bit? just for variety etc), and classic HPG... and so on!

thanks again for building the games i play.

#182 simon1812

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Posted 05 August 2023 - 05:07 AM

View PostKursedVixen, on 04 August 2023 - 05:56 PM, said:

repair bays at capture points would really help or neutral ones it would give a use to the shut down button.


Although I agree, the shutdown button does have some useful advantages:

You do cool down faster.
You can ambush enemies that are not paying attention.
Provide a false sense of security in the middle of a fight, very situational, but enemies sometimes move to a different target without confirmation of the kill(too much going on) in one occasion I had no guns, I shutdown in front of the enemy to provide him an easy kill while ignorant of the ally sneaking up on him.

So yeah, it opens to a wide range of interesting situations, I can only wish this game had more features like that...it does but wish there were even more...

#183 nopempele

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Posted 05 August 2023 - 08:21 AM

I wonder if people rallying against Solaris and supporting Alpine are the ones that mainly abuse ERPPC/C-Gauss builds... Posted Image It just makes them sad if they can't snipe from the safe 2km range.

Basically, both of these maps need rework to make them more balanced and not biased towards particular builds.

#184 Mechwarrior2342356

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Posted 05 August 2023 - 12:10 PM

View Postnopempele, on 05 August 2023 - 08:21 AM, said:

I wonder if people rallying against Solaris and supporting Alpine are the ones that mainly abuse ERPPC/C-Gauss builds...

I hear more whining from LRM players than from Goose/PPC players about Solaris

Dislike them both regardless, they have zero room to complain about Alpine Peaks possibly being on the chopping block

"We wanna take your map away - WAIT NO DON'T TAKE OUR MAP AWAY ;_; "

Life comes at you fast

Edited by the check engine light, 05 August 2023 - 12:11 PM.


#185 Grinster

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Posted 05 August 2023 - 02:33 PM

Where is the "Escort" option?

#186 C337Skymaster

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Posted 05 August 2023 - 03:17 PM

View Postthe check engine light, on 03 August 2023 - 11:23 AM, said:

I didn't know you could even RUN an engine that puts your speed lower than 32.4, and I don't know why you would want to?

E: Omg you can.

Point stands re: why? You'll have to devote so much space to DHS that the crit savings are lost from the STD, the survivability of a mech slower than a stock Annie is bad STD-friendly hitboxes or no, the weight savings from lowballing the engine don't matter because what could you possibly run that eats few crits (which you need for the DHS) but is so heavy that you can use that spared tonnage?


You could always use Standard Heat Sinks..... :)

#187 Wibbledtodeath

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Posted 05 August 2023 - 04:21 PM

I don't like the insta death pit in terra therma crucible, and I preferred the previous version.

I would also like to see the return of "hoth". While not great for some game modes (domination in particular) it is different to tother maps we have an MWO needs more variety not less.

#188 C337Skymaster

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Posted 05 August 2023 - 06:42 PM

View Postthe check engine light, on 05 August 2023 - 12:10 PM, said:

I hear more whining from LRM players than from Goose/PPC players about Solaris

Dislike them both regardless, they have zero room to complain about Alpine Peaks possibly being on the chopping block

"We wanna take your map away - WAIT NO DON'T TAKE OUR MAP AWAY ;_; "

Life comes at you fast


I like Alpine just because it's natural looking. Same thing with Viridian Bog, Tourmaline Desert, Classic Polar Highlands, Crimson Strait, River City. They're decent representations of a realistic environment that doesn't look completely staged or misrepresented. You get an environment that's too symmetrical, and you lose any chance at immersion.

Alpine, in particular, has a lot of different ways to use the varying elevations, and there's enough room on it to get away from the peak at I9, if you want to. Admittedly, extreme range direct-fire is the best for fighting on Alpine, because of the long sight lines, but there's room to walk outside max range. Personally, I prefer Conquest, Assault, or Skirmish on Alpine. Domination shrinks a gigantic map down to an itty bitty play area, and completely defeats the point of having such a large map. That's really the same for any of the medium or large maps. Domination is really only appropriate on the small maps, where it doesn't eliminate a portion of the available play area.

View PostWibbledtodeath, on 05 August 2023 - 04:21 PM, said:

I don't like the insta death pit in terra therma crucible, and I preferred the previous version.

I would also like to see the return of "hoth". While not great for some game modes (domination in particular) it is different to tother maps we have an MWO needs more variety not less.


I feel like PGI should either have, or develop, the capability to have different game modes show up on different versions of the same map.

There was nothing wrong with original Polar Highlands, if you were playing Skirmish, Assault, Conquest, or Incursion. There was a lot wrong with playing Polar Highlands Domination. I feel like a vote for Polar Highlands should bring the original map for any of the above mentioned game modes, and the new map if the vote is for Domination.

As for the insta-death pit on Terra Therma, I mean, it was kinda that way on the original map, too: you fell through the hole, and you were out of the fight, plus taking heat and leg damage, until you could run out the side, run all the way around, and get back up on top. Usually the fight was over by then. Other than that, and other than reverting it completely to the way it originally was (which wouldn't be bad, honestly. The original map was actually a realistic natural environment, if a bit caustic), the current format seems to be a decent balance of the original "center ring" and the current desire for peek-and-poke cover.

Edited by C337Skymaster, 05 August 2023 - 06:45 PM.


#189 Magnus Santini

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Posted 06 August 2023 - 06:42 AM

View Postnopempele, on 05 August 2023 - 08:21 AM, said:

I wonder if people rallying against Solaris and supporting Alpine are the ones that mainly abuse ERPPC/C-Gauss builds... Posted Image It just makes them sad if they can't snipe from the safe 2km range.

Not in my case. I prefer to make the enemy sad they can't do that. Have fought Alpine battles at the edge of the cliff, on the road behind the hills, in the town, and more places. You can -refuse to engage- the enemy at his chosen range. You will have to take risks to get to the spot you want to fight, and you may have a "meeting engagement."

#190 Mechwarrior2342356

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Posted 06 August 2023 - 07:00 AM

View PostC337Skymaster, on 05 August 2023 - 06:42 PM, said:


I like Alpine just because it's natural looking. Same thing with Viridian Bog, Tourmaline Desert, Classic Polar Highlands, Crimson Strait, River City. They're decent representations of a realistic environment that doesn't look completely staged or misrepresented. You get an environment that's too symmetrical, and you lose any chance at immersion.

Alpine, in particular, has a lot of different ways to use the varying elevations, and there's enough room on it to get away from the peak at I9, if you want to. Admittedly, extreme range direct-fire is the best for fighting on Alpine, because of the long sight lines, but there's room to walk outside max range. Personally, I prefer Conquest, Assault, or Skirmish on Alpine. Domination shrinks a gigantic map down to an itty bitty play area, and completely defeats the point of having such a large map. That's really the same for any of the medium or large maps. Domination is really only appropriate on the small maps, where it doesn't eliminate a portion of the available play area.



I feel like PGI should either have, or develop, the capability to have different game modes show up on different versions of the same map.

There was nothing wrong with original Polar Highlands, if you were playing Skirmish, Assault, Conquest, or Incursion. There was a lot wrong with playing Polar Highlands Domination. I feel like a vote for Polar Highlands should bring the original map for any of the above mentioned game modes, and the new map if the vote is for Domination.

As for the insta-death pit on Terra Therma, I mean, it was kinda that way on the original map, too: you fell through the hole, and you were out of the fight, plus taking heat and leg damage, until you could run out the side, run all the way around, and get back up on top. Usually the fight was over by then. Other than that, and other than reverting it completely to the way it originally was (which wouldn't be bad, honestly. The original map was actually a realistic natural environment, if a bit caustic), the current format seems to be a decent balance of the original "center ring" and the current desire for peek-and-poke cover.

That's nice, I think it's a pretty map too, but if this is going to turn into a competition to kill off (map you don't like that I do) then I ain't interested in negotiation or compromise anymore.

#191 Zac Baran

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Posted 06 August 2023 - 09:08 AM

I don't like maps that give an extreme advantage or disadvantage to certain weapons.
They lead to an extreme handicap for one team or the other due to the luck factor of matching, which has nothing to do with the players.

To give one example, consider if the map Solaris City is chosen and one or more LRM boats are assigned to your team.
It is almost impossible for them to achieve decent war results, and it is not much different than away from keyboard.
Teams are forced to be at a numerical disadvantage from the start. This is not easy to reverse.

It is natural that different maps create weapon advantages and disadvantages. But there is a limit to everything.
Maps like the LRM Boat in Solaris City, which create overwhelming disadvantages that player skill cannot possibly cover, are a problem.

Edited by Zac Baran, 06 August 2023 - 09:36 AM.


#192 Mechwarrior2342356

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Posted 06 August 2023 - 09:16 AM

View PostZac Baran, on 06 August 2023 - 09:08 AM, said:

I don't like maps that give an extreme advantage or disadvantage to certain weapons.
They lead to an extreme handicap for one team or the other due to the luck factor of matching, which has nothing to do with the players.

To give one example, consider if the map Solaris City is chosen and one or more LRM boats are assigned to your team.
It is almost impossible for them to achieve decent war results, and it is not much different than away from keyboard.
The team will be at a numerical disadvantage at the start. This is not easy to reverse.

It is natural that different maps create weapon advantages and disadvantages. But there is a limit to everything.
Maps like the LRM Boat in Solaris City, which create overwhelming disadvantages that player skill cannot possibly cover, are a problem.

I mean, I had a Solaris match where an LRM Battlemaster did really well with a bit of support. Most of them don't really engender enthusiasm of that sort for one reason or another.

#193 Blake Miles

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Posted 06 August 2023 - 10:43 AM

Many of the "least favorite" maps as in many aspects of the game lend themselves to be used (abused) by some players using the long-range style of gameplay that to many other players is not fun or a rewarding experience. In QP, some players, stay at long range neither sharing armor nor even calling out enemy target movement. They simply rain LRMs or shoot blue lases or Gaus, then scream when a skilled light comes at them (which doesn't happen enough). Many maps are so designed to be rotatoe potatoe. I would like to see a flattening of many of the maps that would force a closer range combat and rewards sharing of armor. I realize much of this is skilled based but when our online folks such as JGX Data and TTB show how Assaults are in many cases best suited to staging a long range attack and they do it well, it leads to the masses to do the same. Assaults are well Assaults, not long-range support in my opinion. Maybe it is more of a mech balancing issue but jeesh some maps are just snipie, snipie, Lrm, Lrm, Yes, I am a frustrated brawler crying in my milk.

#194 Onigato69

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Posted 06 August 2023 - 10:49 AM

You seem to have cranked up the darkness on all the night maps. I should not have to maximize my game brightness settings to play semi-effectively. I don't mind dark gameplay if there are decent vision modes to compensate, but the night vision and thermal vision are an absolute joke, especially past 400m. I can purchase better night vision options at Walmart. All you are doing is forcing me to play ECM mechs, hoping my opponents don't get a big red box to shoot at, and rewarding ECM snipers that cannot be seen to return fire.

Your new map is visual garbage that promotes horrible play unless you happen to be running stealth or ECM. You want us to buy mechs and spend money, but you focus on the promotion of ECM/sniper gameplay. Just change the name of the game to MWO Sniper Legends and embrace the reality of the player experience.

You still have drop zones that take 4-5 minutes of travel to get team convergence. That is a simple fix that you have made on other maps. Let the team start together. If I am the loan assault in a lance of light/medium mechs dropped in BFE, I am dead when they run off to meet up with the rest of the team.

Tactical games are not good when the mechanics and design lack tactical sense. Just like stories are not good when an author relies too much on the "power of plot" to force the audience.

#195 Mechwarrior2342356

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Posted 06 August 2023 - 11:14 AM

View PostBlake Miles, on 06 August 2023 - 10:43 AM, said:

Many of the "least favorite" maps as in many aspects of the game lend themselves to be used (abused) by some players using the long-range style of gameplay that to many other players is not fun or a rewarding experience. In QP, some players, stay at long range neither sharing armor nor even calling out enemy target movement. They simply rain LRMs or shoot blue lases or Gaus, then scream when a skilled light comes at them (which doesn't happen enough). Many maps are so designed to be rotatoe potatoe. I would like to see a flattening of many of the maps that would force a closer range combat and rewards sharing of armor. I realize much of this is skilled based but when our online folks such as JGX Data and TTB show how Assaults are in many cases best suited to staging a long range attack and they do it well, it leads to the masses to do the same. Assaults are well Assaults, not long-range support in my opinion. Maybe it is more of a mech balancing issue but jeesh some maps are just snipie, snipie, Lrm, Lrm, Yes, I am a frustrated brawler crying in my milk.

Had a match last night I think where 2 Dires were farming from ridge on Emerald, their team lost, they died after one farmed 1k and fled from his Dire buddy when me and 3 others rolled up on them. Give you one guess who was in the Dire that ditched his buddy. Doubt he cares, he knows what he's doing.

Edited by the check engine light, 06 August 2023 - 11:14 AM.


#196 Ch0c0L4t3m1Lk

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Posted 06 August 2023 - 01:51 PM

skirmish needs a way to prevent people from running off and hiding to preserve K/D so your team spends the final 8 minutes of the match looking for the last mech.

alpine peaks is too one dimensional. you fight in middle or sometimes maybe someone will wrap around. in conquest one of the cap points is in the middle of nowhere.

the metal mushrooms in free world colloseum are too much. i liked having a LRM map, i have to sit through solaris city with my LRMs being wasted on bridges and walls at least give me a nice map for LRMS. playing it, i didnt even find it bad for LRMs at all, there are enough low points in the map you can move around without being seen too much if youre not an idiot.

#197 C337Skymaster

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Posted 06 August 2023 - 02:16 PM

View PostZac Baran, on 06 August 2023 - 09:08 AM, said:

I don't like maps that give an extreme advantage or disadvantage to certain weapons.
They lead to an extreme handicap for one team or the other due to the luck factor of matching, which has nothing to do with the players.

To give one example, consider if the map Solaris City is chosen and one or more LRM boats are assigned to your team.
It is almost impossible for them to achieve decent war results, and it is not much different than away from keyboard.
Teams are forced to be at a numerical disadvantage from the start. This is not easy to reverse.

It is natural that different maps create weapon advantages and disadvantages. But there is a limit to everything.
Maps like the LRM Boat in Solaris City, which create overwhelming disadvantages that player skill cannot possibly cover, are a problem.


This isn't actually true, though. I've gotten 700 dmg and a few kills using a Nova Cat-B (LRM 90 and a pair of ERML's) on Solaris City. It requires a team that works together and communicates, and a team that doesn't go into the center of the map. If you get the fight going in one of those wide open areas just outside the center, there's a lot of room for ranged combat where LRMs can participate quite nicely.

So while LRMs are much harder to use on Solaris City, they're not impossible to use, and this is definitely something a skilled player can overcome.

Edited by C337Skymaster, 06 August 2023 - 02:54 PM.


#198 simon1812

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Posted 06 August 2023 - 03:04 PM

View PostZac Baran, on 06 August 2023 - 09:08 AM, said:

I don't like maps that give an extreme advantage or disadvantage to certain weapons.
They lead to an extreme handicap for one team or the other due to the luck factor of matching, which has nothing to do with the players.

To give one example, consider if the map Solaris City is chosen and one or more LRM boats are assigned to your team.
It is almost impossible for them to achieve decent war results, and it is not much different than away from keyboard.
Teams are forced to be at a numerical disadvantage from the start. This is not easy to reverse.

It is natural that different maps create weapon advantages and disadvantages. But there is a limit to everything.
Maps like the LRM Boat in Solaris City, which create overwhelming disadvantages that player skill cannot possibly cover, are a problem.


-agree, if only those bulding at solaris city were destroyable (at least to an extend) you know like in Bad Comoany 2 or that mechwarrior trailer from over a decade ago we forgot about.
https://youtu.be/9X5LP4hJu9k

Hell I want that city we see there, it should have been a no brainer.

Edited by simon1812, 06 August 2023 - 03:10 PM.


#199 Mechwarrior2342356

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Posted 06 August 2023 - 03:59 PM

So when are you going to finish research on your matchmaker? Because I am actually getting really tired of the avoidance of the subject. You going to throw in the towel on it? What are you doing there? Any interesting data points? Any preliminary findings? Any plan?

Edited by the check engine light, 06 August 2023 - 04:30 PM.


#200 Tongo Rad

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Posted 06 August 2023 - 05:01 PM

Changing spawns would be a welcome change. Current spawns lead to a lot of predictable battles, always in the same spot. More and randomized spawn sites would change the flavor of each game so that fights take place in currently underused portions of each map.





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