Map And Mode Feedback!
#61
Posted 02 August 2023 - 04:22 AM
#62
Posted 02 August 2023 - 04:27 AM
Sometimes it works in my favor and I can see mechs through terrain, and sometimes it screws me over and I can't see anything at all.
Nvidia GTX 1080
#63
Posted 02 August 2023 - 04:38 AM
Scrapyard i play only 1 or 2 in this map... 5/10 for now...
Assault > Domination > Conquest > Incursion > Skirmish > remember escort?
Summary, I like maps where the lrms don't have such a presence, where there are areas where you can brawl and play long distance looking for angles, I don't like maps like alpine and frozen city new, where the two teams face off from a distance , without having the possibility of reaching brawl, I also don't like some dropship points, where the assaults are left behind (I play light and medium, and you have to take care of them until some point on the map)... and the game modes , anyone who doesn't have to make me run after shadow ***** or an ice ferret with ecm all over the map at the end of the game...
Edited by Znozoic, 02 August 2023 - 04:40 AM.
#64
Posted 02 August 2023 - 04:54 AM
Ilostmycactus, on 01 August 2023 - 11:22 PM, said:
Battletech is about fun and colorful heraldry and unit designs. It's not just a paint it black add a bush simulator like War Thunder. But if I bring my tan and blue on a map like Ceres, where I can already basically not see contrast if the enemy has dark mechs, then I'm at a huge disadvantage because I stick out easily. A lock doesn't help necessarily because it's so general in what it highlights (imo it should outline the mech). Because of the game's heavy saturation, white/earth camo is much less effective too.
Well said. It's a real shame ceres is lit the way it is. It discourages you from being creative with your mechs and makes it that buying any kind of colors/bolt ons or cosmetics other than camo black is paying to lose.
I'm really not sure what they were thinking with the lighting and fog. It makes it so ECM is even more powerful and frustrating to deal with. The vision modes in the game don't support maps like this since night vision is next to useless.
It's a real shame too because the shape/design of the map feels pretty good, it's similar to canyon network which one of the most popular maps in the game. If the map had good visibility it would probably be one of my favourite maps in the game, instead I hate it because of the lighting and fog overshadowing the design. Somehow they took one of the most popular maps and just made it worse (lighting wise, the shape might be better even).
I wish they'd just release a clear day version of the map like in the legend previews, it would be way more popular since it would fix the major issue most people have with the map. It would probably be like frozen city classic vs night where night is easier to see on and is the more popular map because of it despite being otherwise identical.
Edited by Nyandere, 02 August 2023 - 04:56 AM.
#65
Posted 02 August 2023 - 04:56 AM
#66
Posted 02 August 2023 - 04:59 AM
I like Tourmaline for having more than 1 spot to fight at. Different terrain that is close to each other helps with choosing different strats and shooting at different ranges.
Favorite Medium Map? Mining Collective (my choice), Rubellite Oasis
I like Mining for being a complicated map for all ranges. There r place to hide, to flank, to snipe. And it's easy to not be eaten by nascar, because opponents have a hard time to come to our backs.
Favorite Small Map? Vitric Station (my choice), Canyon Network
I felt like MWO needed a map for close ranges. And Vitric is a good mid-close map with an unusual and interesting composition. It gives me unique experience and challenges, much like Thera Therma Crucible.
Least Favorite Large Map? Alpine Peaks, Solaris City
I chose Grim Plexus, but it's not a popular opinion. I chose Grim, cause I a bit tired of this map. Plus I realize I can't find a place for my mech to play comfortably. Enemies can shoot me from anywhere, there is so much open space, so some groups can just stay in 1 spot and snipe the entire battle. I either have to chose long-range build or suffer.
People chose Alpine - I think it's because this map is for pure long range. If u chose anything but long range mech, u gonna be useless. The map is good if I could chose my long range mech after the map is selcted.
Least Favorite Medium Map? Hellebore Springs, Caustic Valley
(btw I think u meant Hellebore Outpost, not Hellebore Springs. Springs is a CW map)
I chose Crimson Strait, but it's not a popular opinion. I found it dark and uncomfortable, with a lot of close range places and long range openings, but not much for med range.
I think people chose Hellebore Outpost and Caustic Valley because people need to know these maps better. I think both maps have a decent mid range potential. In Hellebore people still learning and doing same strat (route), they should try different routes. Caustic - this map is still too long-range, even with a good cover in a middle. I could easily fiind a 1 km distance (basically anywhere around the map) and shoot the middle ground guys, which is no good for map. Maybe I would add even more obstacles to prevent an effective sniping.
Least Favorite Small Map? Forest Colony Classic (my choice), Ceres Metal Scrapyard
I hate Forest Colony Classic. This map seems to force me going the same route, and if I refuse - some enemies comes from the water and kill me. The only choice I have is - to go through the cave or to not to.
#67
Posted 02 August 2023 - 05:12 AM
Map designs generally are bad, with only a few exceptions. Most of what makes them bad is foundationally poor design. Weapon ranges and mech movement rates pretty clearly aren't taken into account. Nobody seems to have done any math. Paths of movement are vague and haphazard. Ramps often need to be added as a band aid to plug up the worst areas, long after those maps are released.
There's no colour to them, they're all stark, some to the point of being monochrome. I've seen other games maps made in CryEngine, I've checked the engine myself, colours are available. I'd dare say that modern graphics cards can handle dozens of colours.
The maps that encourage or require alternate vision modes are insipid, forcing a worse experience for the sake of proving that the devs are aware of features in lore and real world military use, but just have no comprehension of what might make their inclusion interesting or rewarding.
Everyone's least favourite large map is no surprise, and neither are the reasons for it. I'm confident that if we could choose more than one, just about every large map would be voted as among the worst in the game.
Medium maps are generally the most balanced and best laid out, usually with viable if not interesting options.
Small maps aren't all that small, they too have a huge amount of wasted space, and frequently the same tiny areas are used the same way all the time.
Some maps stand out, caustic valley and tera therma cruicible primarily for their awkward terrain and blocking terrain that's too small and rarefied to be useful.
Maps like cruicible and hellbore springs for their ridiculous heights and completely unnecessary death traps.
Frozen city for just about everything, and many maps for their absolutely infuriating abundance of crap that catches and snags mechs.
I'd like to like the game modes, but I can't imagine that more than two minutes thought has gone into any of them.
Assault just begs people to either ignore the objectives or rush them & waste everyone's time.
Conquest leads people to scatter all over the map and get picked off. Many of my most frustrating matches have been on conquest, which is all the more frustrating because in principal something like this has the potential to be quite interesting and engaging.
Incursion at least has a theme... but it's just glorified Assault with even more wasted potential.
Skirmish is just no game mode.
Domination is just about impossible to balance, its marker is rarely highly visible and sometimes invisible and it revives the chillingly mindless and fearful/opportunistic rotato-potato.
If the people responsible for maps are interested in a constructive discussion, I'd be happy to help. I'm sure plenty of people would like to offer suggestions and test things before they're set in stone.
Edited by Kynesis, 02 August 2023 - 05:41 AM.
#68
Posted 02 August 2023 - 05:34 AM
#69
Posted 02 August 2023 - 05:53 AM
Conquest suffers from similar problems but you are the most likely to have smaller, and more enjoyable engagements when the teams split up to take points. Free worlds colliseum conquest is probably one of the best maps. Varied terrain that offers cover for people going to the side points. Theta in the center is not the end all be all of take it and you'll hold the points behind you.
Skirmish is just annoying because the last few enemy players will still go hide in a corner and try to run out the timer. Sometimes you have interesting matches in skirmish because parts of the map that wouldn't be used in domination can be used, but its an outlier.
#70
Posted 02 August 2023 - 06:02 AM
Shedovv, on 02 August 2023 - 04:56 AM, said:
Even top and bottom three would have made me feel like I was giving better information.
Still, I appreciate the effort at engagement and investigation. Kudos, PGI, please do something with it.
#72
Posted 02 August 2023 - 06:42 AM
1. low visibility - some maps I can't see easily on unless I change my b/c/g or use ReShade. Thermal is somewhat useful on maps with naturally poor visibility, such as new Caustic and old Frozen Snow. Night vision is very situational for seeing through smoke sometimes. Both alternate vision modes have such low contrast / high brightness that they are not helpful for me in most situations.
2. travel time to the fight - some maps take a few minutes to get into the fight, especially annoying with Domination modes as either the timer runs out or the fast movers get wiped before the bulk of the team makes it to the circle.
3. cover from snipers - wide open maps like Grim don't provide enough cover to approach sniper positions. In many cases, slow movers never even make it to the fight at all.
#73
Posted 02 August 2023 - 06:45 AM
- Tourmaline Desert: Definitely not without flaws, but out of all large maps its very well balanced, with flanking option good visibility and with good brawling, medium range and sniping options. Despite all that, i'd like to point, that those spiky parts of terrain suffer from huge geometry/hitbox displacements, and i kindly ask, if something can be done about it? Its beeen like that for years now, and i still can see enemy mechs sooner than i can hit them. Thanks!
Least Favorite Large Map?
- Solaris City: Absolutely terrible map design, both gameplaywise and aesthetically. First of all, it's one of the worst graphically optimised maps in the game. Getting huge framedrops on it even with RTX 3070 ti 12gb. Its unnecessarily big, just like Polar and Alpine, it features choke points incoherent to cluster f.... Not enough space to maneuver most of the time, unpassable choke points for more than one mech at the same time, bunch of unnecessary objects you can easily get stuck on. Its too dark, players playing at high brightness/gamma get huge advantage. Just like how Alpine favours sniping builds, Solaris greatly favours brawlers, with very limited options for snipers. If not full redesign of the map, pls at least remove those skyscrappers in the middle, and add some nice wide park instead... Those railoards are terrible. If they are to be kept i'd lower their top level much lower.
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- Alpine Peaks: This gamemap has always been safe haven for long range and fast movers. You control one of the 4 mountains, you control the game. As someone who prefers long range builds and engagements, i presonally dont care, but i'd definitely ''flatten'' the lowest levels with highest levels of the map, as i would add more snow dunes (hills or w/e) on the flat locations, so brawlers dont have to get closer to snipers through wide open areas most of the time.
- Frozen City: Needs at least some gigantic object added to the valley in the center. It is sniper heavy map. Also, playing domination on it kinda sucks hard, mainly because of how much advantage higher position gives you on that map.
- Grim Plexus: It's a good map, but it has plenty of abusable locations like G10/F10 hill. Its a sniper/JJ heavy location, and you can't contest it without JJs and moving around it.
- Polar Highlands: This map is unnecessarily big. Larger portion of it's size was used, before it got 'reborn', and even then it was way too big. I'm personally fan of the old one, and percieve the 'new' version as totally different map, but it should be at least resized. 95% of encounters happen in, and around urban area in the middle anyway.
- Terra Therma: Is very good imho. I do like it much more compared to the original back in the days. It's pickrate is low, mainly because people don't like hot maps in general.
- Terra Therma Crucible: Haven't played much of it, but from what i've experienced, its pretty ok too. I have a request. Can you please stop naming these maps the same, and give them their own individual name? Many times i'd waste my map vote multipliers on regular Terra Therma, when i really wanted to play Crucible. These maps have nothing common, aside of the fact that they were made from one old map. Please give crucible its own unique name.
Favorite Medium Map?
- Rubellite Oasis: Nothing much to say. This is a very good map, both gameplay wise, performance, but also aesthetically. It's also very diverse.
Least Favorite Medium Map?
- Emerald Vale: I'm happy to see assets used in this map, but i really dislike those sniper heavy ''hills'' at each side. They are predictable, and it gives very limited, yet very strong position to sniping assaults. It also feels too artificial, not to mention the missing textures. Dunno if that was fixed already or not.
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- Caustic Valley: Nothing much to say about it. I never liked those remakes in the first place, i prefer the old one, or ''classic'' if you want, but i understand why it was redesigned.
- Crimson Strait: This map is good, i just wish the lighting scene was switched back to what it was before the release (from dusk to afternoon). I wish the E6/D6 hill was reworked. I'd flatten it, and add some urban area on top of it, while making it accesible from all sides, so island snipers can be contested better, while also removing chokepoint heavy nature of pass. At this moment ever since it's release, players are still most of the time forced into either e6/f6 pass, tunel or shoreline which is vulnerable from the island. I think the fewer chokepoints in 12v12 enviroment, the better.
- HPG Manifold: As a long term critic of original HPG, its rework has easily made it into one of my most favourite maps. Very good remake overall, although i still sometimes experience occasional terrain geometry/hitbox displacement (invisible walls), which was always the case with assets used in this particular map. But aside, its a very good remake. Well done!
- Hellebore Springs: I like the map, but its very JJ favourable. I really don't like, how long it takes, to move high ground from certain angles. Aesthetics of the map are great.
- Mining Collective: I still don't understand why this map is so popular. I mean its not a bad map, but its definitely not epitome of mechwarrior map designs either. Map is very JJ favourable, and it is very king of the hill. There needs to be more platforms for non jj builds to access, especially at northern and southern rims of d4/d5 and e4/e5. Also those E2 and E7 positions are broken as f... for those who dont increase their base gamme/brightness. Those locations should be either naturally lightened, or map hidden behind map bounds for no one to abuse.
- River City: Another example of unoptimised map. I have no objections about its design, but i'd love for a original River city to come back in some form. Or at least for 8v8 events.
- Viridian Bog: Another badly optimised map, i do favour the changes done to this map though. Used to hate it, now im ukay with it.
Favorite Small Map?
- Canyon Network: This map was my top map ever since a first star was born. And it got improved by tons ever since. From removal of the nascar hill at the middle, to adding more platforms for nonjj builds, this map is to this day, my most favourite map ever. Thank you for what you've done to it. I also love the day light (sun) relocation. Its funny, how such a single detail, can change perception of entire map so much. I would love to see this happen to more maps, although i do understand that it was probably because sun was blinding people from certain angles...
Least Favorite Small Map?
- Vitric Station: I need to point out, that i dont necessarily have problems with any small maps. I chose Vitric, because its crafted out of the same assets HPG is, and it suffers from the same geometry/hitbox displacements HPG has. Other than that, im very neutral about it, its king of the hill heavy, but you can play around it too, so yeah. It's ok.
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- Ceres Metal Scrapyard: I understand this map is new. There is bunch of transparent objects (wrecks) that i cant fire through, while i should definitely be able to. Also, one of conquest campure points, is annoying inaccessible from 'river', and a non JJ mech is forced to go around a long way to access it. Its also a very dark map again, good for gamma increase, i'd presonally lighten global light in the map. Aside of all that though, maps looks decent. So very good job.
- Forest Colony Classic/Snow: Nothing much to say, this map is very niche, and imo unsuitable for 12v12 enviroment. Its either sniper fest from drop, shoreline and antena, or tunel rush. I'd remove it from circulation, and make 8v8 even exclusive map only, just like old river city maybe? *blink* *blink*
- Frozen City Classic: Same thing as Forest Colony. Definitely one of best original maps, but i'd make it 8v8 exclusive.
- Hibernal Rift: Basically old canyon. I'd keep the middle mountain, but i'd definitely add more platform at approximately the same locations as canyon. Its a too JJ heavy map as it is right now.
Favorite Gamemode?
- Conquest: I love playing objectives, and conquest is imo the most dynamic game mode of all. It's also a game mode, where being a first team to kill the other isnt necessarily a winning factor.
Least Favorite Gamemode?
- Skirmish: I don't necessarily hate it, but it gives long range kiters, and small fast lights huge advantage over the course of battle.
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- Assault: Same as conquest, but much less dynamic. Most of these are played like Skirmish, but at least, you can ignore the kiters and go for base cap.
- Incursion: Is imposible with mwo playerbase mentality. Most of the players are not capable of slower tactical advancement, protecting the base, or attacking it. People just want to find enemy asap a pew pew. Thats why imo incursion is unpopular. Also not really fan o high walls, and **** turrets. Base should be divided into 3 smaller bases imo, without any walls, and guarded by at least calliope turrets
- Domination: Is easily my least favourite objective time game. Many times i feel it forced close range giga brawling nascaring encounters. Also im not fan of king of the hill stil gameplay. Never was. Also, most of the damnation points locations are just very badly positioned. Crimson strait, or Alpine, or Solaris for example.
Edited by MechB Kotare, 02 August 2023 - 07:01 AM.
#74
Posted 02 August 2023 - 06:53 AM
#76
Posted 02 August 2023 - 07:20 AM
cougurt, on 01 August 2023 - 07:07 PM, said:
x1000
YES
I call it "Solaris S----y" because there's so much s--t lying around everywhere.
Edited by Alphaeus, 02 August 2023 - 07:21 AM.
#77
Posted 02 August 2023 - 07:25 AM
Glaive-, on 01 August 2023 - 05:11 PM, said:
Also, with such massive mountains, couldn't we move the Domination point to a **mountaintop** instead of a valley?
#78
Posted 02 August 2023 - 07:47 AM
1. A king of the hill, or capture and hold the bunker or flag style of mode, where the team who controls the area of interest for 7.51 minutes or the longest duration wins or most capture points wins. Totally random different spots or areas of interest for each map so it changes things up a little. Sure, some spots may suck, but that's where teamwork and strategy make the difference beyond raw damage on target.
2. Tag, You're it! First mech that takes damage becomes It with special free wifi (narc) for a minimum of a cool-down duration and afterwards until that mech damages (tags) another mech. The newly tagged mech receives the special free wifi (narc). If a tagged It mech dies, opposing team scores an It kill point. The Tag, You're It narc beacon resets. Team with the most It kills wins. Or the team with the longest total duration of being It wins?
3. Collect & shuttle resources or intel. Teams must gather resource or intel from 2-5 spots and shuttle those back to their collection point. Maybe extra points for earlier collection? Team with most collection points wins.
Edited by Sniper Behind Ya, 02 August 2023 - 08:08 AM.
#79
Posted 02 August 2023 - 08:04 AM
#80
Posted 02 August 2023 - 08:05 AM
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