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Love The New Map!


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#1 Whompity

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Posted 21 February 2013 - 06:02 AM

I know I'm starting another of probably 20 threads by this point, but I want to give kudos to the devs for the new map. I only got to play it once last night, out of maybe 10 matches, but it was an eye-opener, and a nice change.

We started at the upper base, immediately moved to our right (over the ridge) and found ourselves in the big, open plain with the ridges. We set up behind one ridge and a snipe-fest unfolded. I didn't have much to bring to the table initially except ECM (3M "Boombug" with 3ML+AC10 and a slightly underclocked engine). Due to the ECM umbrellas on both sides, LRMS weren't initially an issue (except when people wandered too far from cover).

The enemy were on the far, lower ridge and sent another 3M our way to counter our ECM, which he did well... messing us up until we finally killed him. We lost a few mechs, and withdrew over the ridge towards our base (painfully).

Still somewhat overwhelmed by the map and trying to find some cover, I settled on flanking up-down behind the big ridge, and was rewarded with a kill on a Treb that was looking the other way as I snuck up and mugged him.

Finally, the enemy was pushing us back over our ridge, and only our base lie behind us. I still had my weapons but no CT (front or rear) so decided to cap. Made it to their base, unmolested, with 2:00 on the timer, but they capped first (I was the last alive to their 4) so we still lost.

Learned a lot.

I think this map is fantastic for many of the reasons stated in other threads. For all of the RIGHT REASONS, it pushes people back to versatile builds, not one-shot wonders. That is, it makes you fight smarter, harder and with more teamwork without resorting to cheap gimmicks or nerfs.

The BT canon reasons specifically: it's so true that in lore, a pilot would own ONE mech, typically. And while they might fiddle with the loadout a bit, they had to make it work. They had to KNOW their mech and what it could do in every single circumstance.

I have no doubt that having this in the rotation will help develop mediocre pilots into better ones, as they are forced to adapt to the terrain... finding out how to conserve armour and ammo until they can find a way to close range, for example. Knowing which passes and locations are best for ambushes. Knowing how to use ECM umbrellas properly (you can easily wander too far out here without realizing it). Things like that.

My mech was in no way optimized for long range battles (the AC is OK, but it really punches better at medium/short) but at least I had some speed to make up for that. If you bring a one-trick-pony *cough splatcat* to a map like this and can't adapt, then you deserve to be pasted, as that kind of build would never work in the combat of the BT universe; something we are trying to at least half-way simulate here.

I'll admit I hate River City Night. Hate it. But having it in the rotation has helped me become a better, more versatile pilot, I know.

Again: thanks for diversity!





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