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Urban Combat Vs Open Terrain


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#1 Asmudius Heng

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Posted 02 November 2011 - 06:12 PM

OK, I was reading the information about the game again and notices something that troubles me a little. I read this which sounded like pure condensed awesome:

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we feel that information warfare will bring a new level of realism to the fight and help enforce the idea of team based multiplayer even more.


Oh hell yes. Team play mechanics, sensor warfare, tactical movement, deception, counter info warfare - great stuff - excitement!

Then it followed with this:

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Another aspect of Mech Warfare, something that we can do with new technology, is urban combat. The battlefield is no longer open areas with mile long sightlines. . Tactical manoeuvres will be required now more than ever and the key to success is using InfoTech alongside great team play


Urban combat. OK - that’s fine, I like some good urban maps at times, but long sightlines gone?

The best games I ever played in MW4 and all it's iterations were on various terrain maps not the more urbanised ones. The tactical manoeuvring when playing as a team on these maps ways WAY more tactical and interesting that urban maps which frequently turned into close in bash fests (nothing wrong with that but not highly tactical)

The ability to use cover, scouts, sensors, and all aspects of the terrain to position - reposition - decoy - outmanoeuvre the enemy was the best thing about matches.

I really hope they do not make 90% of the maps urban. There needs to be a mix of terrains, even on the same map. Mile long sightlines are fine as long as they are not the only way to advance on the enemy and they rarely are.

I hope I am just over reacting but the wording seems a bit off putting.

However then they continue with this:

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The newly implemented Battle Grid will give commanding units a bird’s eye view of the battlefield and scouts will be able to feed real time recon information to them. The battlefield commander will be able to call in air strikes, artillery strikes and other support unit requests.


Oh heck yea - that’s the goooood stuff again :)

#2 Tyra

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Posted 02 November 2011 - 06:32 PM

I just want maps to be varied. Maybe forest and canyon maps too.

#3 magji

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Posted 02 November 2011 - 06:38 PM

I believe they were trying to end the long range battles of "I see you I win" where if you werent geared for max range you had the lesser hand, I for one think the urban thing has amazing potential for cat and mouse games if you get caught by a larger enemy, the idea of running around scouting and an atlas popping around the corner and you being able to ghost away around a corner makes it awesome in my mind. traps will have to be thought out more, ambush's places with more care, less "wait till they cant get away" and more tactical use of terrain, such as the announcement trailer where they blow a building out from under a mech

#4 infinite xaer0

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Posted 02 November 2011 - 06:41 PM

I don't think urban maps will be too much of a problem, so long as we get a proper urban setting, and not just a map with a bunch of high rises set up in a square grid.. Things will get boring, fast, if urban combat turns into corridor brawls.

#5 Asmudius Heng

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Posted 02 November 2011 - 06:44 PM

View Postinfinite xÆr0, on 02 November 2011 - 06:41 PM, said:

I don't think urban maps will be too much of a problem, so long as we get a proper urban setting, and not just a map with a bunch of high rises set up in a square grid.. Things will get boring, fast, if urban combat turns into corridor brawls.


Exactly - nothing wrong with areas of long range as long as that is not the entire map. Good map design can cater for a variety of terrains where encounters happen.

#6 Ranger207

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Posted 02 November 2011 - 06:49 PM

I like the "destructible environment" idea. Your scout says there's a 'Mech on the other side of the building? You just shoot through it! Not without penalties, of course. Range and damage would be reduced, plus, say, a machine gun or small laser can't go through a 300ft across building.

#7 theginganinja

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Posted 02 November 2011 - 07:31 PM

I think one of the best examples of how I think urban combat ought to work in this is the Mechwarrior 3 intro video. Stalking the Summoner through the streets, using the Fireflies (which have been building hopping as they followed the Summoner) to distract it, then hitting it through a ruined building with the Mad Dog a few streets over. Granted, there could've been a better distraction than rushing the Summoner, but it would still be awesome to pull off plans like that

#8 Pilot Revant

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Posted 02 November 2011 - 07:56 PM

Two words (...or one) jump-jets. Building hopping should be fun. Hopping around in a light mech, taking sniping shots.

Edited by Pilot_Revant, 02 November 2011 - 07:57 PM.






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