Stop Complaining About Maps
#1
Posted 20 February 2013 - 12:41 PM
SO, all of you that drive mechs built around medium to short ranges had better learn to change up your builds because you will be substantially handicapped in the future. The fact that there are so many complaints about the impact of Alpine is a clear indication of where we're going and how you need to react.
#2
Posted 20 February 2013 - 12:57 PM
It makes me feel better to cry about certain game aspects not being what I want in my custom MWO game, it should be specifically built for me. I just want to hit the easy button and feel like a MWO god.
#3
Posted 20 February 2013 - 12:59 PM
The reason you're getting killed or steamrolled....yeah that's the ticket.
#4
Posted 20 February 2013 - 01:02 PM
"Oh no all my weapons are useless because they're all short range! We need smaller maps!"
People got what they wanted. I guess that's why they say "careful what you wish for"
#5
Posted 20 February 2013 - 01:09 PM
First off, imbalance can be a good thing. It means that people have to adapt and play both a strategic (meta) game as well as a tactical one. Play long range base defense (as an example) shouldn't work every time from any starting point on every map.
Second, a map can be balanced without both starting points being exactly the same. As long as both sides offer some form of advantage or incentive to follow a specific tactic, that's balance.
#6
Posted 20 February 2013 - 01:11 PM
#7
Posted 20 February 2013 - 01:14 PM
#8
Posted 20 February 2013 - 01:22 PM
The real problem about alpine is that despite the very long view ranges, they've hit a limitation on the distance mechs are drawn at somehow.
#9
Posted 20 February 2013 - 01:36 PM
It's hard to cry about it if you never see it.
FYI, I was in an ECM spider with an ERPPC on conquest mode when I saw it, so I had a good time until my team all got themselves killed rather than doing something useful.
#10
Posted 20 February 2013 - 01:58 PM
Vasces Diablo, on 20 February 2013 - 01:09 PM, said:
First off, imbalance can be a good thing. It means that people have to adapt and play both a strategic (meta) game as well as a tactical one. Play long range base defense (as an example) shouldn't work every time from any starting point on every map.
Second, a map can be balanced without both starting points being exactly the same. As long as both sides offer some form of advantage or incentive to follow a specific tactic, that's balance.
Those are all great theories, too bad there's no way to know which map, starting point, or team composition you are going to have before you select a mech and loadout.
The most effective mechs are tuned for a particular role, so typically you need to find the map positions that are good for your role, not play the role that is good for your map position.
I think the best solution is a match lobby where a map is voted on, teams are filled, and mechs are selected.
Edited by pseudocoder, 20 February 2013 - 02:01 PM.
#11
Posted 20 February 2013 - 02:03 PM
#13
Posted 20 February 2013 - 02:22 PM
pseudocoder, on 20 February 2013 - 01:58 PM, said:
Those are all great theories, too bad there's no way to know which map, starting point, or team composition you are going to have before you select a mech and loadout.
The most effective mechs are tuned for a particular role, so typically you need to find the map positions that are good for your role, not play the role that is good for your map position.
I think the best solution is a match lobby where a map is voted on, teams are filled, and mechs are selected.
No. Just no. Because...
Winter maps = beam mechs
River City = only short range alley fighters
Caustic = only ballistic mechs
Alpine = only long range mechs
All this = boring matches filled with single role cheese builds.
Random maps with random spawn assignment encourages people to use more flexible builds, which is more fun in the long run.
Edit: stupid autocorrect
Edited by Vasces Diablo, 20 February 2013 - 02:24 PM.
#14
Posted 20 February 2013 - 03:55 PM
#16
Posted 20 February 2013 - 04:10 PM
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