#1
Posted 21 November 2023 - 11:31 AM
This map seems larger than some recent small maps such as Vitric Station, but not as large as some other MWO maps.
2. The first thing that you notice is the huge Roof.
3. There are some relatively narrow entrances leading to the central are of the map.
4. It seems that there will some cover protecting you against enemy missiles.
5. Some areas of the map periphery offer empty space suitable for quick flanking, but there is literally no cover.
What about you? What are you thoughts regarding this new map?
#2
Posted 21 November 2023 - 11:55 AM
When loading the Bearclaw II map during the game preparation, I was suddenly returned back to Mechlab with the following error report: "No available servers could be found at this time. Please try again later."
EDIT:
Again.
I was returned back to my Mechlab with this report:
When attempting to rejoin the mission, I got this report:
Edited by martian, 21 November 2023 - 12:13 PM.
#3
Posted 21 November 2023 - 01:59 PM
#4
Posted 22 November 2023 - 03:48 AM
#5
Posted 22 November 2023 - 04:27 AM
However, some of the things I have noticed so far:
- Short ledges where you cannot traverse unless you have jump jets... you can step down, but not back up.
- Opponents had a mech get stuck in/on their Alpha point in Domination.
- When firing missiles indirectly at range (usually 700+ meters though did have one at less than 400 meters), roughly 25-33% of the time they hit the ceiling.
#6
Posted 22 November 2023 - 06:50 AM
LordNothing, on 22 November 2023 - 03:48 AM, said:
I thought the same but between the majority of the central building being of a mostly uniform and fairly short height, and many the upwardly angled/elevated entry points, it provides a lot of sight lines (especially for taller/high hard point mechs) to trade and/or snipe from across the center. I ran a Jester for three matches and noticed that I could be (and was) hit from multiple angles at range despite being with the central cluster of buildings and even the lower channels.
On a different note, I've never gotten stuck on a uniform surface before, and on some of the flat area of the runways/passageways it was as if my mech was glued to the ground. It was akin to the stuck on a wall effect that happens sometimes when jump jetting in to/against some terrain, but I've never had that sort of thing happen on uniform surfaces with no apparent clutter while simply walking along, as I have on this map. Was weird.
#7
Posted 22 November 2023 - 06:59 AM
#8
Posted 22 November 2023 - 09:20 AM
Roof should be removed completely, as it renders uavs and support strikes useless. no problem for 1v1 or 2v2, but for 12v12? nope.
Overall it has potential as said above, but the execution is extremely bad. Or should I say, pgi bad?
#9
Posted 22 November 2023 - 10:40 AM
They could cut this map up and get several viable maps out of it, but as a whole, it's just too big.
And I agree the roof sucks because it denies arties.
#10
Posted 22 November 2023 - 12:10 PM
Good hunting,
CFC Conky
#11
Posted 22 November 2023 - 12:54 PM
feeWAIVER, on 22 November 2023 - 10:40 AM, said:
They could cut this map up and get several viable maps out of it, but as a whole, it's just too big.
And I agree the roof sucks because it denies arties.
Those usual static objectives mean that some parts of this large map will be hardly ever used.
#12
Posted 22 November 2023 - 05:25 PM
Edited by VeeOt Dragon, 22 November 2023 - 05:25 PM.
#13
Posted 22 November 2023 - 06:10 PM
There are some firing arcs that are basically the length of the cave area that should be broken up and firing distance halved (blocked).
Several places where people are getting stuck in geometry/assets that need to be corrected.
I dig the concept of the map but it still needs a fair bit of work (hence the early access tag I guess).
Also might consider moving the pee stain on domination to the six line or seven line...
#14
Posted 22 November 2023 - 09:45 PM
#15
Posted 22 November 2023 - 10:01 PM
I have some concerns about the dead ends on the 7 line, but it's not a flaw, just something to watch out for..
I am disappointed that a whole map section (the middle, where most fights will happen) is immune to air strikes/artillery.
#16
Posted 22 November 2023 - 10:11 PM
feeWAIVER, on 22 November 2023 - 10:40 AM, said:
They could cut this map up and get several viable maps out of it, but as a whole, it's just too big.
And I agree the roof sucks because it denies arties.
I vote go the opposite way, instead of invisible walls, put ramps onto the roof and double the square footage!
#17
Posted 23 November 2023 - 12:21 AM
kalashnikity, on 22 November 2023 - 09:45 PM, said:
Just be careful. In e3 is an hole. So if u want to go from kappa to the middle u will get stuck. Noob hole got 4 players in last to conquest match.
Was rly funny. I called out the hole over VoIP and all chat after I got victim of it. And every few minutes
U hear. "ah that's the hole u was talking about .."
Edited by Ignatius Audene, 23 November 2023 - 12:22 AM.
#18
Posted 23 November 2023 - 08:51 AM
Ignatius Audene, on 23 November 2023 - 12:21 AM, said:
Was rly funny. I called out the hole over VoIP and all chat after I got victim of it. And every few minutes
U hear. "ah that's the hole u was talking about .."
Literally stuck in that hold at this very moment...
#20
Posted 23 November 2023 - 11:15 AM
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