

Thx To New Map I Can't Carry Short Range Weapons
#221
Posted 20 February 2013 - 11:57 AM
#222
Posted 20 February 2013 - 12:01 PM
Lee Ving, on 20 February 2013 - 11:57 AM, said:
Keep complaining, the maps should continue to get larger.
7/10, I responded.
Not really the size I'm complaining about. The fact that it is pretty much just an open space with very little if any cover. No disadvantage of taking long ranged all the time (long range has only a small disadvantage on the other maps). In the other maps if you take a short range build you still one the risk of getting picked apart at range by people that knew what they were doing.
I'd rather have balanced maps than any of the maps we currently have, but I still feel that the older maps are more balanced over all. Alpine is boring because it is so easy to just run long range. To me it is not good to just swing from one extreme to the other and call that diversity.
Edited by Noth, 20 February 2013 - 12:02 PM.
#223
Posted 20 February 2013 - 12:02 PM
Noth, on 20 February 2013 - 11:50 AM, said:
This balancing feature is as bad as trying to use the economy to balance the builds. Also even on river city you can excel at long range. I was pulling 1000+ damage and 3+ kill games with PPC on the maps including river city even before they got a heat reduction. It was easily doable. It just takes more effort than it does on Alpine.
I agree economy was a bad way to balance but disagree map rotation is a bad way as well.
The economy was bad for balancing because of the player behavior it caused. Afk farmers, base rushers, etc. The amount of pathways around the economy balance were too numerous.
And for your sake Noth, I really hope elo ends up working like it is suppose to cause from the sounds of it, you're not being challenged enough.
Random maps with a variety of ranges does not suffer from the same flaws the econ balance had. If the goal of PGI is to promote more diversified mech configs and not just encourage the top small percentage of specialized mechs, the map rotation is a solid way to go about doing it, IMHO.
Edited by Dracol, 20 February 2013 - 12:05 PM.
#224
Posted 20 February 2013 - 12:03 PM
Noth, on 20 February 2013 - 12:01 PM, said:
Many clearly disagree. And I don't even run long range builds. My typical build goes about as long as the 450m of full damage on an LL.
#225
Posted 20 February 2013 - 12:04 PM
#226
Posted 20 February 2013 - 12:05 PM
#227
Posted 20 February 2013 - 12:08 PM
Lukoi, on 20 February 2013 - 12:03 PM, said:
Many clearly disagree. And I don't even run long range builds. My typical build goes about as long as the 450m of full damage on an LL.
We can't say what the majority feel as the majority don't come to forums. Most of what I see in this thread are people just happy to have a map that is not brawler friendly rather than look at it objectively as a whole to the game. I play brawlers, long ranged and mixed ranged mechs. Long ranged even tend to be my favorite mechs overall. The map is just as bad as the other maps, just in the opposite direction.
#228
Posted 20 February 2013 - 12:11 PM
#229
Posted 20 February 2013 - 12:15 PM
#230
Posted 20 February 2013 - 12:15 PM
Edited by KingCobra, 20 February 2013 - 12:16 PM.
#233
Posted 20 February 2013 - 12:32 PM
Noth, on 20 February 2013 - 11:50 AM, said:
This balancing feature is as bad as trying to use the economy to balance the builds. Also even on river city you can excel at long range. I was pulling 1000+ damage and 3+ kill games with PPC on the maps including river city even before they got a heat reduction. It was easily doable. It just takes more effort than it does on Alpine.
Sounds like you are a good player and should be able to figure out how to make it work without whinging about short range mechs being hurt by one map out of the rotation.
#234
Posted 20 February 2013 - 12:42 PM
#235
Posted 20 February 2013 - 12:43 PM
Merc85, on 20 February 2013 - 12:21 PM, said:
Hell yes. Another ditto. And for F's sake, I wish people would stop thinking choosing a mech for a specific map is an acceptable idea. It's a HORRENDOUS idea, and against (IMO) the entire idea of a mixed-map-pool.
Map veto would only work as long as there were enough maps that you can't eliminate an entire gameplay. IE. you shouldn't be able to veto all long-range maps, and bring 8 splatcats.
Edited by Zeh, 20 February 2013 - 12:44 PM.
#236
Posted 20 February 2013 - 12:47 PM
#237
Posted 20 February 2013 - 12:50 PM
Symbiodinium, on 20 February 2013 - 12:42 PM, said:
No, because all it does is that it makes only certain maps favored while the rest enver get played. Also all it does is promote cheese builds.
Example. Modern Warfare 2. Map; Rust. Everyone skipped that map most of the time because it was small and people were taking noob tubes on it because you can launch it at all the spawn spots easily. People who play certain builds will favor certain maps just because they only want to run a certain mech.
#238
Posted 20 February 2013 - 02:42 PM
Matchmaker needs a pregame lobby showing the players what map is upcoming, and allow them a minute or so to change out their mechs.
GOD forbid PGI make a worthwhile change to the matchmaker. They seriously need to hire more talent, there is a lot of features this game needed day 1 that just aren't present. You cant hide under a beta tag while collecting money from your customers, and never deliver on the content. Unacceptable. I refuse to dish out another dime on this **** of a game until PGI actually catches up to other multiplier F2P titles... hell SMITE was more functional on day 1 than MWO current state months after its open beta. Thats just COMPLETELY unacceptable.
Edited by Salient, 20 February 2013 - 03:38 PM.
#239
Posted 20 February 2013 - 02:59 PM
#240
Posted 20 February 2013 - 03:04 PM
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