

Solaris Reborn Event
Started by CFC Conky, Mar 21 2025 07:25 AM
132 replies to this topic
#121
Posted 15 April 2025 - 07:14 AM
Reproducibility is a keystone of science.
But not computer science.
Computer science is sorcery.
But not computer science.
Computer science is sorcery.
#122
Posted 15 April 2025 - 08:36 AM
Well, I reaaaaly hate Warthogs now.
Good hunting,
CFC Conky
Good hunting,
CFC Conky
#123
Posted 15 April 2025 - 12:36 PM
QP is kinda boring now. 
Good hunting,
CFC Conky

Good hunting,
CFC Conky
#124
Posted 16 April 2025 - 06:22 AM
Where can I see the leaderboard?
#127
Posted 16 April 2025 - 02:51 PM
Hopefully soon.

#128
Posted 17 April 2025 - 02:33 AM
I didn't even bother with the leaderboard for Lights. My ping and slowing reflexes hurt me more and more as the 'mech sizes go down (and agility goes up.)
#129
Posted 17 April 2025 - 04:00 AM
Void Angel, on 17 April 2025 - 02:33 AM, said:
I didn't even bother with the leaderboard for Lights. My ping and slowing reflexes hurt me more and more as the 'mech sizes go down (and agility goes up.)
Yeah, I feel you. It wasn't as bad as you might think. I thank comp play for keeping me sharp, though.
#130
Posted 17 April 2025 - 07:17 AM
I didn't find it too bad. I mostly enjoyed it. It just turned into a staring contest most times, and with my internet situation right now, I was reacting a quarter-second later than my opponent. The more agile the 'mechs, the more that hurts.
#131
Posted 17 April 2025 - 02:24 PM
It will be neat to see what the leaderboards look like, or any other data about chassis/variants they might've gathered.
1v1 is a great solaris format, if it were a small 2v2 or 4v4 scenario I'd never experiment for fear of letting down the team. 1v1 means I can die and learn and try again immediately, which is a big draw to me.
The Steiner Arena is the best map. Not only long, but wide. Lots of open sightlines, but lots of options for cover. You can maneuver to try and force a long range engagement, and you have options and cover to maneuver for forcing close range. The width and length of the map and variety of the positions available means that mobility matters, too. What matters most is what the players do with it, and I like that best.
that snow map, that was my second favorite. A bit too narrow to really allow for mobility to shine, though. A long range phase and a short range phase to most fights, and the rolling hills as passable cover give options to try and flank/close, as well as a position to spot but also be spotted for longer ranges. The trouble is, only short range machines have a reason to move, because the narrow-ness of the map means any movement tends to shorten the combat range, and the best long range position is basically right at the start. Still, it had minimal visual clutter and I could understand how most machines were meant to work on it.
The tree map is alright. I didn't play it much. More visual clutter than I generally like, but there were multiple options to play it depending on what you brought.
The Cave map and the Garage map have the advantage of making maneuverability matter with generally short sight lines and lots of small short passages, but I spent way to long on these maps just hunting for the other player, and so liked these the least. They felt the most constrained in what builds and approaches worked well. It felt like these were the easiest to lose in the mechlab, rather than on the field.
On the whole I enjoyed the event a lot more than I expected I would and I hope they do more events like it in the future.
1v1 is a great solaris format, if it were a small 2v2 or 4v4 scenario I'd never experiment for fear of letting down the team. 1v1 means I can die and learn and try again immediately, which is a big draw to me.
The Steiner Arena is the best map. Not only long, but wide. Lots of open sightlines, but lots of options for cover. You can maneuver to try and force a long range engagement, and you have options and cover to maneuver for forcing close range. The width and length of the map and variety of the positions available means that mobility matters, too. What matters most is what the players do with it, and I like that best.
that snow map, that was my second favorite. A bit too narrow to really allow for mobility to shine, though. A long range phase and a short range phase to most fights, and the rolling hills as passable cover give options to try and flank/close, as well as a position to spot but also be spotted for longer ranges. The trouble is, only short range machines have a reason to move, because the narrow-ness of the map means any movement tends to shorten the combat range, and the best long range position is basically right at the start. Still, it had minimal visual clutter and I could understand how most machines were meant to work on it.
The tree map is alright. I didn't play it much. More visual clutter than I generally like, but there were multiple options to play it depending on what you brought.
The Cave map and the Garage map have the advantage of making maneuverability matter with generally short sight lines and lots of small short passages, but I spent way to long on these maps just hunting for the other player, and so liked these the least. They felt the most constrained in what builds and approaches worked well. It felt like these were the easiest to lose in the mechlab, rather than on the field.
On the whole I enjoyed the event a lot more than I expected I would and I hope they do more events like it in the future.
#132
Posted 22 April 2025 - 03:43 PM
Come on PGI, let's see those leaderboards.
#133
Posted 25 April 2025 - 03:41 PM
TheMadTypist, on 17 April 2025 - 02:24 PM, said:
It will be neat to see what the leaderboards look like, or any other data about chassis/variants they might've gathered.
1v1 is a great solaris format, if it were a small 2v2 or 4v4 scenario I'd never experiment for fear of letting down the team. 1v1 means I can die and learn and try again immediately, which is a big draw to me.
The Steiner Arena is the best map. Not only long, but wide. Lots of open sightlines, but lots of options for cover. You can maneuver to try and force a long range engagement, and you have options and cover to maneuver for forcing close range. The width and length of the map and variety of the positions available means that mobility matters, too. What matters most is what the players do with it, and I like that best.
that snow map, that was my second favorite. A bit too narrow to really allow for mobility to shine, though. A long range phase and a short range phase to most fights, and the rolling hills as passable cover give options to try and flank/close, as well as a position to spot but also be spotted for longer ranges. The trouble is, only short range machines have a reason to move, because the narrow-ness of the map means any movement tends to shorten the combat range, and the best long range position is basically right at the start. Still, it had minimal visual clutter and I could understand how most machines were meant to work on it.
The tree map is alright. I didn't play it much. More visual clutter than I generally like, but there were multiple options to play it depending on what you brought.
The Cave map and the Garage map have the advantage of making maneuverability matter with generally short sight lines and lots of small short passages, but I spent way to long on these maps just hunting for the other player, and so liked these the least. They felt the most constrained in what builds and approaches worked well. It felt like these were the easiest to lose in the mechlab, rather than on the field.
On the whole I enjoyed the event a lot more than I expected I would and I hope they do more events like it in the future.
1v1 is a great solaris format, if it were a small 2v2 or 4v4 scenario I'd never experiment for fear of letting down the team. 1v1 means I can die and learn and try again immediately, which is a big draw to me.
The Steiner Arena is the best map. Not only long, but wide. Lots of open sightlines, but lots of options for cover. You can maneuver to try and force a long range engagement, and you have options and cover to maneuver for forcing close range. The width and length of the map and variety of the positions available means that mobility matters, too. What matters most is what the players do with it, and I like that best.
that snow map, that was my second favorite. A bit too narrow to really allow for mobility to shine, though. A long range phase and a short range phase to most fights, and the rolling hills as passable cover give options to try and flank/close, as well as a position to spot but also be spotted for longer ranges. The trouble is, only short range machines have a reason to move, because the narrow-ness of the map means any movement tends to shorten the combat range, and the best long range position is basically right at the start. Still, it had minimal visual clutter and I could understand how most machines were meant to work on it.
The tree map is alright. I didn't play it much. More visual clutter than I generally like, but there were multiple options to play it depending on what you brought.
The Cave map and the Garage map have the advantage of making maneuverability matter with generally short sight lines and lots of small short passages, but I spent way to long on these maps just hunting for the other player, and so liked these the least. They felt the most constrained in what builds and approaches worked well. It felt like these were the easiest to lose in the mechlab, rather than on the field.
On the whole I enjoyed the event a lot more than I expected I would and I hope they do more events like it in the future.
I liked the mech factory the most! Hunting for each other sucked, but maneuvers mattered. Snow map was the worst, just a shooting gallery woo so much fun....
It would be interesting if PGI reproduced the Steiner map from tabletop with the raising/lowering walls....
If there's a next time, legends/heroes need to be banned.
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