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Map And Mode Feedback!


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Poll: Map and Mode Feedback (2038 member(s) have cast votes)

Favorite Large Map?

  1. Voted Alpine Peaks (189 votes [9.28%] - View)

    Percentage of vote: 9.28%

  2. Forest Colony (131 votes [6.43%] - View)

    Percentage of vote: 6.43%

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

    Percentage of vote: 5.60%

  4. Frozen City (97 votes [4.76%] - View)

    Percentage of vote: 4.76%

  5. Voted Grim Plexus (447 votes [21.95%] - View)

    Percentage of vote: 21.95%

  6. Polar Highlands (125 votes [6.14%] - View)

    Percentage of vote: 6.14%

  7. Voted Solaris City (314 votes [15.42%] - View)

    Percentage of vote: 15.42%

  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 [24.07%] - View)

    Percentage of vote: 24.07%

Favorite Medium Map?

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

    Percentage of vote: 4.13%

  2. Crimson Strait (127 votes [6.24%] - View)

    Percentage of vote: 6.24%

  3. Emerald Vale (188 votes [9.23%] - View)

    Percentage of vote: 9.23%

  4. Voted HPG Manifold (374 votes [18.37%] - View)

    Percentage of vote: 18.37%

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

    Percentage of vote: 2.90%

  6. Voted Mining Collective (511 votes [25.10%] - View)

    Percentage of vote: 25.10%

  7. Voted River City (189 votes [9.28%] - View)

    Percentage of vote: 9.28%

  8. Voted Rubellite Oasis (323 votes [15.86%] - View)

    Percentage of vote: 15.86%

  9. Voted Viridian Bog (181 votes [8.89%] - View)

    Percentage of vote: 8.89%

Favorite Small Map?

  1. Voted Canyon Network (706 votes [34.68%] - View)

    Percentage of vote: 34.68%

  2. Voted Ceres Metal Scrapyard (149 votes [7.32%] - View)

    Percentage of vote: 7.32%

  3. Voted Forest Colony Classic (84 votes [4.13%] - View)

    Percentage of vote: 4.13%

  4. Voted Forest Colony Classic Snow (53 votes [2.60%] - View)

    Percentage of vote: 2.60%

  5. Frozen City Classic (109 votes [5.35%] - View)

    Percentage of vote: 5.35%

  6. Frozen City Classic Night (240 votes [11.79%] - View)

    Percentage of vote: 11.79%

  7. Hibernal Rift (220 votes [10.81%] - View)

    Percentage of vote: 10.81%

  8. Voted Vitric Station (475 votes [23.33%] - View)

    Percentage of vote: 23.33%

Least Favorite Large Map?

  1. Voted Alpine Peaks (668 votes [32.81%] - View)

    Percentage of vote: 32.81%

  2. Forest Colony (121 votes [5.94%] - View)

    Percentage of vote: 5.94%

  3. Free Worlds Coliseum (177 votes [8.69%] - View)

    Percentage of vote: 8.69%

  4. Voted Frozen City (168 votes [8.25%] - View)

    Percentage of vote: 8.25%

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

    Percentage of vote: 3.29%

  6. Polar Highlands (155 votes [7.61%] - View)

    Percentage of vote: 7.61%

  7. Voted Solaris City (342 votes [16.80%] - View)

    Percentage of vote: 16.80%

  8. Terra Therma (135 votes [6.63%] - View)

    Percentage of vote: 6.63%

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

    Percentage of vote: 6.83%

  10. Tourmaline Desert (64 votes [3.14%] - View)

    Percentage of vote: 3.14%

Least Favorite Medium Map?

  1. Voted Caustic Valley (511 votes [25.11%] - View)

    Percentage of vote: 25.11%

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

    Percentage of vote: 7.67%

  3. Voted Emerald Vale (199 votes [9.78%] - View)

    Percentage of vote: 9.78%

  4. Voted HPG Manifold (166 votes [8.16%] - View)

    Percentage of vote: 8.16%

  5. Voted Hellebore Springs (429 votes [21.08%] - View)

    Percentage of vote: 21.08%

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

    Percentage of vote: 6.00%

  7. River City (183 votes [8.99%] - View)

    Percentage of vote: 8.99%

  8. Voted Rubellite Oasis (102 votes [5.01%] - View)

    Percentage of vote: 5.01%

  9. Viridian Bog (167 votes [8.21%] - View)

    Percentage of vote: 8.21%

Least Favorite Small Map?

  1. Voted Canyon Network (213 votes [10.46%] - View)

    Percentage of vote: 10.46%

  2. Voted Ceres Metal Scrapyard (408 votes [20.04%] - View)

    Percentage of vote: 20.04%

  3. Forest Colony Classic (402 votes [19.74%] - View)

    Percentage of vote: 19.74%

  4. Forest Colony Classic Snow (137 votes [6.73%] - View)

    Percentage of vote: 6.73%

  5. Voted Frozen City Classic (239 votes [11.74%] - View)

    Percentage of vote: 11.74%

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

    Percentage of vote: 3.24%

  7. Voted Hibernal Rift (333 votes [16.36%] - View)

    Percentage of vote: 16.36%

  8. Vitric Station (238 votes [11.69%] - View)

    Percentage of vote: 11.69%

Favorite Gamemode?

  1. Voted Assault (334 votes [16.40%] - View)

    Percentage of vote: 16.40%

  2. Voted Conquest (423 votes [20.78%] - View)

    Percentage of vote: 20.78%

  3. Voted Incursion (155 votes [7.61%] - View)

    Percentage of vote: 7.61%

  4. Voted Skirmish (487 votes [23.92%] - View)

    Percentage of vote: 23.92%

  5. Voted Domination (637 votes [31.29%] - View)

    Percentage of vote: 31.29%

Least Favorite Gamemode?

  1. Voted Assault (149 votes [7.32%] - View)

    Percentage of vote: 7.32%

  2. Voted Conquest (381 votes [18.71%] - View)

    Percentage of vote: 18.71%

  3. Voted Incursion (998 votes [49.02%] - View)

    Percentage of vote: 49.02%

  4. Skirmish (315 votes [15.47%] - View)

    Percentage of vote: 15.47%

  5. Voted Domination (193 votes [9.48%] - View)

    Percentage of vote: 9.48%

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#221 Mal Bolge

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Posted 10 August 2023 - 12:08 PM

View PostC337Skymaster, on 10 August 2023 - 06:56 AM, said:

1000% this.


ROFL! Math is OP!

#222 Tenzing Nomadi

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Posted 10 August 2023 - 12:15 PM

Bring back caustic classic. Take out 'need assistance'. Keep T1&2 away from the other tiers. Fixed.

#223 DReDGuN

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Posted 10 August 2023 - 12:15 PM

Bring Back the OLD Caustic

#224 Onigato69

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Posted 10 August 2023 - 12:16 PM

View PostC337Skymaster, on 09 August 2023 - 05:56 PM, said:

Because in different game modes, the direction you're walking for 5 minutes can be decided upon, and varied, to attempt to place yourself and your team strategically to give you the best tactical advantage. In Domination, all of that player agency is completely eliminated, and you must follow the conga line to the pee stain, or else lose if you try to take an actually viable patch of land, vs the wasteland where they usually put the antenna.



Active Probe helps with that, if you're within range. One of the chief functions of Active Probe is enabling you to lock onto shut down 'mechs.


Thanks for the reminder, you are right. It is very helpful with that, especially with Streaks due to the short range. I wish the IS version didn't take up 2 slots. Would be nice if it fit in the head.

#225 C337Skymaster

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Posted 10 August 2023 - 01:01 PM

View PostOnigato69, on 10 August 2023 - 12:16 PM, said:


Thanks for the reminder, you are right. It is very helpful with that, especially with Streaks due to the short range. I wish the IS version didn't take up 2 slots. Would be nice if it fit in the head.


As much as it frustrates me, because it's wrong, they recently changed IS Beagle Active Probes to be identical to Clan Active Probes: 1 ton, 1 crit.

View PostMal Bolge, on 10 August 2023 - 12:08 PM, said:

ROFL! Math is OP!


100% wasn't enough. :)

Edited by C337Skymaster, 10 August 2023 - 01:00 PM.


#226 Onigato69

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Posted 10 August 2023 - 01:17 PM

View PostC337Skymaster, on 10 August 2023 - 01:01 PM, said:


As much as it frustrates me, because it's wrong, they recently changed IS Beagle Active Probes to be identical to Clan Active Probes: 1 ton, 1 crit.



100% wasn't enough. Posted Image

I probably missed that in patch notes somewhere. Played so long with it being heavier and bigger that I stopped looking at it as an option, like any targeting computer larger than mk II. Can't even remember the last time I played an IS streak mech and I rarely play LRM. I will have to revisit old builds and see if it would make them better.

#227 Gargle Blaster

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Posted 10 August 2023 - 01:57 PM

I find it incredible that Alpine peaks is unpopular.

The map has room to maneuver, opportunity for long, medium and short range play, enough cover for ALL mech loadouts to be effective, and enough elevation to make the vertical component appropriately significant.

What amazes me is that so FEW people voted Solaris city down. It is the WORST map in the game, and is utterly one dimensional. If you didn't bring a brawler, you might as well just walk in and let the other team kill you so the game ends sooner. There is ZERO tactical expertise required or usable. Just amble around to corner and blast away. Sorry if you are a Solaris lover, but that's literally all there is to do on that map.

Ceres Scrap Yard is only slightly better. it's pure stealth mech playground. Anything else just gets backstabbed every time. Again, it's totally one dimensional, and that as boring as it can get.

#228 Botaine

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Posted 10 August 2023 - 08:56 PM

I'm hoping for Alpine Peaks and Incursion to get deleted, or at least dramatically changed. The poll suggests that these are problems that need to be addressed. Alpine Peaks needs more cover, like trees, rocks and buildings. Also one team has a significant advantage because they start near the tallest mountain in the map, an easily defensible high ground. Spawn points would need to be moved to make it more fair. Incursion is just skirmish with a base you shoot a little at the end, not sure what they were going for.

Edited by Botaine, 10 August 2023 - 09:03 PM.


#229 WidowMaker91

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Posted 11 August 2023 - 12:15 AM

all the maps are garbage
12v12 is garbage
the mech design / art is garbage.
the MW license needs to be revoked so piranha can stop ruining mw for me lol....
the scaling is garbage.
they ****** up the aesthetic of the clan mechs, the torsos and legs are way too bulky... mw3 / mechcommander did it perfect. why the **** is the centurion fat?
mw5 is also garbage too... idk Piranha needs to go away.

#230 Sanedance

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Posted 11 August 2023 - 03:53 AM

Thank you for the poll and the opprtunity to give feedback.

For me, the game mode is a little more important than the map. Basically all game modes result in the same "kill everyone first" then take care of the capping points.
Mostly Domination and Skirmish are really different since they require some positioning or the do not.

So some ideas:

1. Please make the capping in Conquest count.
  • If you cap all the time and contribute to the team winning, your pilot score still goes down. Ther is virtually no incentive to cap. This kills the capping game modes.
  • There are some ideas on capping points adding some extra power to the battle like radar, turrets and the like. That could be a good start. I think there is a lot that could make this game mode much more different and fun than he "kill them all before" way.
2. New mode: Attack and Defend.
  • An objective to be destroyed/defended is given and during reading for battle,
  • Players propose and vote for the starting spawn positions.
  • That way the lances could be created, too: everyone can propose a spawn point. Once 4 lance members are set, the lance is ready. Once the lances are ready, the team is ready. If by timeout that could not be achived: default setup is used.
  • That could increase the involvement and strategy planning especially in quickplay.
3. VIP assassination
  • One Team is randomly chosen for VIP protection, one for assassination
  • During ready phase :
    • VIP Team:
      • one mech is chosen (automatically or voted) as the VIP mech
      • The VIP mech gets no weapons but a 100% armor and structure increase.
      • The VIP Mech is also the one with armor turned into regular stealth armor
      • VIP Team has fixed but to assassins unknown starting position (similar to todays spawn points)
      • VIP Team has fixed but to all known area where to deliver the VIP alive
    • Assassination team:
      • Gets to choose three lance positions, anywhere inside a certain distance to the escape zone.
      • Can identify the VIP via UAV or having a the VIP long enough and close enough in sight. (10 sec, < 500m) (values that make sense to be evaluated)

So, I´m sure you´ll find a way how to implement this or any variation. Just a real change from the regular: kill them all while nascaring would be nice.

Thank you

#231 Jettrik Ryflix

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Posted 11 August 2023 - 09:19 AM

My biggest gripes:

1) Map Selection - letting players choose maps can result in very boring play sessions, as players will pick Grim Plexus/Mining Collective/Canyon Network all day every day. There is no way to experience variety, because the mob will always avoid Alpine, Terra Therma, Free Worlds, Hellebore, Polar etc.

2) Mech Selection - being locked into a mech before knowing the map really limits your build options if you want to contribute every match. Brawling is fun, but you can be put on a map where you're just useless to the team. Same goes for some ranged builds. The result is that players are encouraged to play what works on every map (mid to high range laser boating for example) to avoid getting a bad map for their specialized mech.

Having 2 or 3 mech choices for each weight class (you'd be locked into a weight class for matchmaking purposes) would allow players to pick a mech suited to the environment. This would also help matchmaking be more consistent, since unlucky pilots with an unsuitable build will not be dead weight to the team.

Edit:
Just wanted to say that the addition of maps has been great, and the effort is appreciated. Even if the players don't usually let me play on them anymore.

Edited by Jettrik Ryflix, 11 August 2023 - 09:20 AM.


#232 Carlieth

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Posted 11 August 2023 - 09:39 AM

Perhaps allowing a drop deck for quick play? For example. you want to play a medium. so you select 2 medium mechs and depending on the map you get 15 seconds to choose the mech you want. A pilot would not go into a fight without the loadout they wanted for that fight. LRM boaters hating on Solaris for example.

Allowing for a quick change would mean people can plan for two kinds of maps and choose accordingly. or even more depending if you could have a choice of 4.

And if you didnt want to swap or the option to swap just have the one mech in the drop deck.

Someone mentioned above Incursion could be improved by making the energy nodes capture points instead. I thought that was a great idea. Oh and allow Incursion matches to end when the 12th mech is destroyed. Otherwise Incursion is Horrid.

Thanks for the poll and allowing us to possibly air some grievances and ideas.

Edited by Carlieth, 11 August 2023 - 09:39 AM.


#233 Rondoe

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Posted 11 August 2023 - 11:30 AM

View PostWidowMaker91, on 11 August 2023 - 12:15 AM, said:

all the maps are garbage
12v12 is garbage
the mech design / art is garbage.
the MW license needs to be revoked so piranha can stop ruining mw for me lol....
the scaling is garbage.
they ****** up the aesthetic of the clan mechs, the torsos and legs are way too bulky... mw3 / mechcommander did it perfect. why the **** is the centurion fat?
mw5 is also garbage too... idk Piranha needs to go away.


Wow! that is some really insightfull and helpfull feedback. Hope it finds it's way to the trash bin.

#234 colt

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Posted 12 August 2023 - 10:46 AM

View PostDaeron Katz, on 01 August 2023 - 05:11 PM, said:

Ceres Metal Scrapyard will receive an update this month.


Yay! No more looking at neon purple and going immediately to night vision so i can see. (I hope)

#235 C337Skymaster

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Posted 12 August 2023 - 06:03 PM

View PostBotaine, on 10 August 2023 - 08:56 PM, said:

I'm hoping for Alpine Peaks and Incursion to get deleted, or at least dramatically changed. The poll suggests that these are problems that need to be addressed. Alpine Peaks needs more cover, like trees, rocks and buildings. Also one team has a significant advantage because they start near the tallest mountain in the map, an easily defensible high ground. Spawn points would need to be moved to make it more fair. Incursion is just skirmish with a base you shoot a little at the end, not sure what they were going for.


All the poll suggests is that only the players who enjoy monotonous repetitive play remain after 11 years of disappointment and broken promises.

As for Alpine, I said elsewhere in this thread: I'm frequently on the high ground and still lose. It's very much a teamwork and coordination issue, even more than a loadout and terrain issue.

Incursion was intended to be a rework of Assault, but at the last minute they left classic Assault in and just renamed the replacement.

#236 C337Skymaster

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Posted 12 August 2023 - 06:08 PM

View PostJettrik Ryflix, on 11 August 2023 - 09:19 AM, said:

My biggest gripes:

1) Map Selection - letting players choose maps can result in very boring play sessions, as players will pick Grim Plexus/Mining Collective/Canyon Network all day every day. There is no way to experience variety, because the mob will always avoid Alpine, Terra Therma, Free Worlds, Hellebore, Polar etc.

2) Mech Selection - being locked into a mech before knowing the map really limits your build options if you want to contribute every match. Brawling is fun, but you can be put on a map where you're just useless to the team. Same goes for some ranged builds. The result is that players are encouraged to play what works on every map (mid to high range laser boating for example) to avoid getting a bad map for their specialized mech.

Having 2 or 3 mech choices for each weight class (you'd be locked into a weight class for matchmaking purposes) would allow players to pick a mech suited to the environment. This would also help matchmaking be more consistent, since unlucky pilots with an unsuitable build will not be dead weight to the team.

Edit:
Just wanted to say that the addition of maps has been great, and the effort is appreciated. Even if the players don't usually let me play on them anymore.


So my proposition was: put the 'mechlab "load" button in the loading screen, post vote. You're locked into that specific 'mech (AS7-D, or TBR-S, or what have you), but you can pick a different saved loadout to put on the 'mech for that battle. Long range? ERLL/Gauss/LRM. Short-range? AC/20/SRMs. But the chassis remains locked when you hit "launch".

#237 Bud Crue

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Posted 13 August 2023 - 04:03 AM

Just gimme back old HPG and any of the other old (classic) maps that you still have around. HPG was the most popular map in the game but Its sin was that it encouraged "predictable" play (...as if its "new" predilection of either snipe from the edge or hide in the basement is oh so unpredictable), as if most of the other maps don't encourage predictability to a similar if not worse extent.

As old as the game is and as resource limited as you keep telling us tell us PGI is toward it, just give us as much map variety as possible and we'll decide which maps to vote or not to vote for.

#238 Avicron

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Posted 13 August 2023 - 08:29 AM

the poll would have been much more informative had it allowed 3 picks per category. i dont have a single favorite but i have 3 or 4 preferred maps of each size. Similarly a few maps i don't care for but one i really do hate which is Ceres Scrapyard.

#239 JumpingHunter

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Posted 13 August 2023 - 01:29 PM

Thoughts about maps and gamemodes:

Best map - Hellebore Springs

I dont know why so much people hate it, but it's basically the only map that actually allows some levels of tactical maneuverability. It's inte nse verticality is doing great job at actually making JJs a great investment in mobility, and not slight damage spreading tool at best and useless weight dump at worst. Plus the map itself is not the Cauldron/Bowl-like, ulike HPG, Canyon or some other, so you dont get instantly torn apart by snipers if you are somewhere in center of map. Plus it's very distintly colored, and most mechs are decently visible on it. Should i say it is also just very good looking.

In general, ALL other maps (maybe aside fom solaris city, in some regard) should get more verticality and more covers. Solving Sniper meta issue is essential, and more vertical variety will allow more interesting tactical maneuverability.

Worst map - Alpine Peaks

The complete oppositee of Hellebore - no additional distinct covers, no vertical variety other than few very high rocks only avaliable for very jumpy light sniper mechs, basically it's an empty field with nothing to fight for. I don't understand how this map wasn't reworked for SO long, but it has to either be reborn or removed, because it's current state is just a sniperfest with a bit of LRM sprinkling on top.

in general, ALL maps should get rid of most of their large empty spaces, because it only giving unreasonable amount of power to sniper meta. Good balance of snipers means that snipers are going out of their way to get to good position that corresponds to current situation of battlefield, they work to get to good position in time, and they are rewarded with bascially uninterrupted target shooting. In current map design of most maps, snipers are just hanging around spawn area in safety and shooting those who try to traverse the map and get closer to them. So maps should get less empty fields and more rocks, buildings, pits, natural trenches and etc.

Best gamemode - Conquest

I think it is the best for one reason - it divides teams in smaller groups. Instead of murderballing the enemy team, which leads to games like 12vs3 or 12vs2 in terms of frags, conquest games tend to make groups of mechs (not just lances) scatter around the map and fight on their own, and its always more fun to fight in 4vs4 or 2vs2 fight than in 12vs12 big shootout.

You feel yourself more valuable and less reliant on your teammates, while in bigger fights your role is simultaniously gives too much responsibility (snowball effect due to big firepower and smaller TTK of large group fights) and too small emotional reward (even if you do damage, enemies circle around and you are not getting any VISIBLE results of your actions, you just shoot and then die, or suddenly realise that there is a 10vs2 score and you're winning or losing badly). Smaller fights are more fun, more rewarding in terms of visible results (even if you died, you can still see how your teammate finishes your killer in his open CT right after he got you, and you know that you helped), and also just provide more room for some flanking maneuvers and general positioning, because even if your flank got interrupted, you just dont DIE INSTANTLY because you got simultaniously shot by 12 enemy mechs, you have much more room for error. And much more lies specifically on your shoulders too, so you have a reason to stay alive as much as possible, because there literally might be no one else to back you and your single teammate after your death.

You get much more agency in smaller fights, to shorten things out.

In general, ALL gamemodes should encourage people to flank and spread more, because it's just not really fun to bash your head against the wall of 12 enemy mechs over and over again, i think all gamemodes have to include some range of valuable objectives that everyone can get do. Conquest does that better than anythng, that's why i think it's the best mode.

Worst gamemode - skirmish

Dont get me wrong, simple fighting is great, when you just have to beat the crap out of your opponent, but it ALWAYS gets to 12vs12 wall against the wall fight, where even smallest mistake leads to you losing half of your armor and structure instantly, and even smallers of losses leads to snowballing victory for enemy team. Similar to what i wrote about conquest, it's good to have smaller groups engaging eachother, so skirmish with it's murderballs is just so unfun to play in.

In general, ALL gamemodes should actively discourage stacking lots of mechs in one giant groups. Make flank routs more narrow but more numerous, make team damage MUCH more punishable as a negative action against your own team, and make mech collisions more damaging, since people always tend to get very-very close to eachother for some reason. spread spawns across the map much more, make it harder for lances to group up, or, finally, make XP and CB rewards for various actions decrease drastically when too much mechs are getting too close to eachother. Discourage players from murderballing, and skirmish and other skirmish-like gamemodes will be much more enjoyable.

General thoughts

NASCAR has to be eradicated, it's a very bad habit from very start of MWO, and it should go away. Make maps have MUCH less circle areas in their geometry, make maps assimetrical, make players actually WORK to get to comfortable position, either unnoticed or through some fighting.

Plus, it would be great if we could swap our mechs within one chosen weight class depending on maps. It is very, VERY stupid that we have to just pray for not getting in Alpine Peaks in brawling atlas or other assaults, or to not get to Solaris City as an LRM boat. It's just dumb. Giving players ability to get useful machines in their appropriate enivonments will make game MUCH more enjoyable. No more pain when you realise that you have to get LoS for your LRMs in Solaris or that you literally can't do anything as a brawling Atlas in Alpine Peaks. It's a MUST-HAVE feature.

View Postthe check engine light, on 12 August 2023 - 09:12 PM, said:

Better solution. Anyone who did NOT vote for the winning map gets to swap to a different loadout or different chassis in the same weight class.


VERY interesting idea, seems fair to me!

#240 EMKorD

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Posted 13 August 2023 - 03:46 PM

River City domination has really unbalanced spawns with next to zero cover from the south-west side.inside the circle. Also east side just seems to have more cover in general in any mode. The large open gap between sides is really annoying when you play on any non-sniper mech. On Frozen City you at least get lots of different covers there and detours around to mitigate that, on River City - you just don't.

Mining collective is really fine EXCEPT when annihilator or something with similar top speed gets dropped on the leftmost drop area (on both sides). Both those drop areas has to be moved somewhat closer to other ones.

Incursion is fun and people have to stop hating it.

Hellebore... You know, there can be such thing as "too much verticality". There is some merit to this map and lots of places in it. Just not the ones where the main action usually is.

Both forest colony classics has to go or be redone from scratch. Why they have separate vote counts anyway?

HPG Manifold was awesome before last rework on it. After that - somewhat okay map, but not that great. Ramps to the walls are a great addition, but the middle section is too messy now.

Polar Highlands. I don't know why, but it seems that I always get the west starting area, and almos never the east one. Since now all the action is in the center, even when it is not domination, I just don't see the point for outer areas to even exist. Just make it smaller then and move spawns closer to the center to save all of us much time.

To my knowlege, incursion game mod is not available on every map for some reason. I think it is time to disable domination on some maps as well. Like alpine peaks and frozen city. And to disable conquest on maps like Grim Plexus.

Speaking of Grim Plexus. Invisible walls on some crystalline hills have to go. It is always confusing when you try to jumpjet your way over some thicc cliff only to find out that you actually can't just because.

Alpine Peaks has nice geometry overall, but lacks something for people to like it. Maybe detailing, some more settlements or something like that?

Emerald Vale. At first it was confusing as any new map is, but after everyone gets it, I'd say that it is the greatest map in the game. Flawless, perfect. Great job making it!

UPD: Oh, and I didn't know Solaris City was a "big map". It is really medium and maybe even a little bit small-ish.

Edited by EMKorD, 13 August 2023 - 03:51 PM.






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