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New Early Acces Map = Trash

Maps Balance

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#1 MOPCKOE

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Posted 11 December 2024 - 11:49 AM

We all understand that nothing will change, it will remain the same in the final stage. That's how it was with this acidic purple "something there - a coliseum".

I haven't loaded yet, but I already understood from the landscape above and the introductory screenshots that this is another sniper trash. I'm sure it was the same for you!
An absolutely uncomfortable map, where you lose all your durability from sniper builds while trying to get to the enemy.
It all comes down to the fact that half of your team is just standing behind the only hill and waiting WAITING waiting (for the enemy to make a mistake).

There is no room for maneuver, like in the excellent Solaris City, HPG or Mining, where you can quickly run over the wall from a barrage of fire and get lost in a maze of fences, using your wits as an advantage, and not the stupid "I have an endless dakka rain from clan UATS" vs "I have 800+ spam lasers ppc and gauss with ecm".

And from above you arrange a pleasant rain of golden drops of misls, from which you simply have nowhere to hide if you leave the zone of that one (one or two) treasured hill.

Just release a simple tool for creating maps for the community, you will have beautiful arenas for decades to come and will own all the rights, thanks to a tricky user agreement ...
This was in almost every second game before, even if they were some kind of ridiculous children's games.

#2 Bassault

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Posted 11 December 2024 - 02:04 PM

What range bracket is considered sniping?

#3 Stonefalcon

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Posted 11 December 2024 - 02:57 PM

The TLDR from OP.

Map too visible, please add ceres level fog.

F no plz.

#4 Bud Crue

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Posted 11 December 2024 - 03:08 PM

View PostMOPCKOE, on 11 December 2024 - 11:49 AM, said:

We all understand that nothing will change, it will remain the same in the final stage. That's how it was with this acidic purple "something there - a coliseum".


Didn't Colosseum get changed fairly significantly, at least once, after it dropped (adding the mushroom structures)?

View PostMOPCKOE, on 11 December 2024 - 11:49 AM, said:


I haven't loaded yet...


Seriously? And yet all that criticism?

Anyway, I pretty much only brawl unless we are running a theme and even then we almost always end up brawling, and thus far the new map has been a brawling paradise. Going left from either spawn gives you ton of approaches and plenty of ambush spots. If I have any criticism (other than the overall antiquated look of the map), it's that it is too easy to close with the enemy stragglers if they don't get moving right away. Hasn't been a fast brawler friendly map like this in a long time.

Edited by Bud Crue, 11 December 2024 - 03:10 PM.


#5 LordNothing

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Posted 11 December 2024 - 06:38 PM

a warrior does not always get to choose his battlefield. he must seek victory by other means.

#6 LordNothing

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Posted 11 December 2024 - 06:43 PM

View PostStonefalcon, on 11 December 2024 - 02:57 PM, said:

The TLDR from OP.

Map too visible, please add ceres level fog.

F no plz.


some cover in the low ground would be nice. anyone who falls into a trench ends up in a lot of long sight lines with no easy way out. throw in a crashed dropship or a large rock outcropings or provide tunnels to cross into other trenches.

#7 Hawk819

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Posted 11 December 2024 - 07:51 PM

View PostLordNothing, on 11 December 2024 - 06:43 PM, said:


some cover in the low ground would be nice. anyone who falls into a trench ends up in a lot of long sight lines with no easy way out. throw in a crashed dropship or a large rock outcropings or provide tunnels to cross into other trenches.


BrioS said the same thing. I totally agree. From what I've seen from YouTube vids. The map totally favors long range and snipers, and there's a need for more cover, or better places to elude snipers, etc. Just saying.

#8 kalashnikity

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Posted 11 December 2024 - 08:17 PM

View PostMOPCKOE, on 11 December 2024 - 11:49 AM, said:

We all understand that nothing will change, it will remain the same in the final stage. That's how it was with this acidic purple "something there - a coliseum".

I haven't loaded yet, but I already understood from the landscape above and the introductory screenshots that this is another sniper trash. I'm sure it was the same for you!
An absolutely uncomfortable map, where you lose all your durability from sniper builds while trying to get to the enemy.
It all comes down to the fact that half of your team is just standing behind the only hill and waiting WAITING waiting (for the enemy to make a mistake).

There is no room for maneuver, like in the excellent Solaris City, HPG or Mining, where you can quickly run over the wall from a barrage of fire and get lost in a maze of fences, using your wits as an advantage, and not the stupid "I have an endless dakka rain from clan UATS" vs "I have 800+ spam lasers ppc and gauss with ecm".

And from above you arrange a pleasant rain of golden drops of misls, from which you simply have nowhere to hide if you leave the zone of that one (one or two) treasured hill.

Just release a simple tool for creating maps for the community, you will have beautiful arenas for decades to come and will own all the rights, thanks to a tricky user agreement ...
This was in almost every second game before, even if they were some kind of ridiculous children's games.


Indeed, why not allow community made maps?

Or procedural generated maps?

King Random FTW!

#9 foamyesque

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Posted 12 December 2024 - 11:19 AM

View PostLordNothing, on 11 December 2024 - 06:43 PM, said:

some cover in the low ground would be nice. anyone who falls into a trench ends up in a lot of long sight lines with no easy way out. throw in a crashed dropship or a large rock outcropings or provide tunnels to cross into other trenches.


The river bottoms were apparently, per the designer, meant to be deathtraps.

#10 LordNothing

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Posted 12 December 2024 - 11:47 AM

View Postkalashnikity, on 11 December 2024 - 08:17 PM, said:


Indeed, why not allow community made maps?

Or procedural generated maps?

King Random FTW!


the pgi apologists will give you the same story about how its "not possible" for various reasons. its always more of a won't than a can't. there are matters of map tools (and licensing, since its not their software) and vetting. but given that pgi would no longer need to burn resources doing maps would save money in the long run. of course the time for that was 10 years ago.

except for the procedural thing, cryengine never supported that at least as of the version they are using. i hope this is a feature in post-clans mwo successor mechwarrior pvp product. people could no longer rely on map knowledge and would have to really employ scouts find the ideal engagement point every time.

Edited by LordNothing, 12 December 2024 - 11:48 AM.


#11 VeeOt Dragon

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Posted 12 December 2024 - 03:49 PM

honestly i have no opinion on the new map yet. i have seen it pop up but it hasn't been selected yet so i don't know. i hope it not yet another crap map like Solaris (and the revamped Marick map) where entire weapon systems are useless. then again with the hatred that the cauldron and it seems PG have for LRMs i wont bet on it. (those that hate sniper meta can thank the mega nerfing of LRM for it since they are one of the few weapons that could suppress or counter them at range.)

i will come back and comment again after i get the chance to play the new map a bit.

#12 Vonbach

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Posted 12 December 2024 - 05:58 PM

Oh they made another sniper toilet bowl map did they?

#13 foamyesque

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Posted 12 December 2024 - 05:59 PM

View PostVonbach, on 12 December 2024 - 05:58 PM, said:

Oh they made another sniper toilet bowl map did they?


No.

I dunno why people say stuff like this before actually playing the dang thing.

#14 Vonbach

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Posted 12 December 2024 - 06:07 PM

View Postfoamyesque, on 12 December 2024 - 05:59 PM, said:

No.

I dunno why people say stuff like this before actually playing the dang thing.

Because sniper toilet bowl maps are all they seem to be able to make.
I just checked it out. Its another sniper map. Again.

#15 Krucilatoz

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Posted 12 December 2024 - 06:21 PM

In my opinion, this map was a bit to high-colored, like, a lot of yellow / bright color.
Playing on this map in the middle of the night and suddenly your monitor like the beacon of Gondor.

I know there are maps like Polar, but that color still easy on monitor and eyes.

#16 Meep Meep

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Posted 12 December 2024 - 07:18 PM

PLENTY of brawling going on. Just stay high and learn the map. I've watched murderballs eat up the reds if too many of them were trying to snipe. Map is waay too easy to get around to have any really effective funnels for good red line farming. Also good lord its only been out a couple of days now so no one really has had time to learn it past the die hards who hopped in a masc flea and explored it on test.

#17 foamyesque

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Posted 12 December 2024 - 07:29 PM

View PostVonbach, on 12 December 2024 - 06:07 PM, said:

Because sniper toilet bowl maps are all they seem to be able to make.
I just checked it out. Its another sniper map. Again.


You can snipe on it, but it sure as hell ain't a bowl and there's so many ways to get around it's not particularly sniper centric. Significantly less so than Bog, I'd say, but more so than Solaris.

#18 BlueDevilspawn

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Posted 12 December 2024 - 10:51 PM

There may be long lines but the actual sniper windows are quite narrow. I have played nothing longer ranged than UAC5 and frankly I’ve played more brawl than anything else on Luthien. There are plenty of approaches and ramps to move and shoot from new angles or hull down positions. To be clear, I consider sniping 1k+ m range. Mid range dakka (eg - 600-800 ms) is mid range.

Topographically, the map is very interesting. The play I’ve seen so far has been a mixture of dynamic positioning and clueless blundering (not unknown in a new map).

And frankly, if you’ve never loaded the map, you don’t know anything.

#19 MrMadguy

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Posted 12 December 2024 - 10:54 PM

I agree. Devs still don't play their own game and therefore still design maps according to "diverse environments" concept, while not knowing anything about such things, as cover and attack routes.

Fighting happens around river on this map. Once you're down there - you have 0 cover, so you have to go up. And when you're up - you have just one pillar as cover, so you're attacked from all directions at the same time.

So, I guess, this map is just another snipe-fest and river is dead zone, yeah? We don't need such map, sorry.

We like Canyon Network due to just 2 reasons: 1) Lots of cover 2) Limited attack routes.

P.S. Does anybody else has Half-Life 1 flashbacks, when he sees this map?

#20 Meep Meep

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Posted 13 December 2024 - 12:02 AM

View PostKrucilatoz, on 12 December 2024 - 06:21 PM, said:

In my opinion, this map was a bit to high-colored, like, a lot of yellow / bright color.
Playing on this map in the middle of the night and suddenly your monitor like the beacon of Gondor.

I know there are maps like Polar, but that color still easy on monitor and eyes.


Thats mostly due to the way they set the light source since its basically high noon and everything is evenly lit. This map needs a far more slanted light source to break up the colors with some shadows.





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