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Why Are Large Maps Unpopular?


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Indeed, there are a lot of "core" problems in this game that should've been dealt with a long time ago. Unfortunately, the developers are either putting off tackling these issues or completely ignoring them hoping things will just work out somehow. I don't really know what or how they're thinking!

 

As for some of the other reasons that make large maps unfavorable;

 

Lag/Fatal Error: These are serious issues, especially the Fatal Error thing. Sometimes, I get too many errors on a full large map like Dusseldorf that make it impossible to play. I also struggle sometimes with low FPS/high ping but generally this is not an issue for me.

Not everyone may be technically able to play on large maps, and for those I say: don't play on large maps! I'm not suggesting that small maps be removed!

Another thing, I've noticed that the Fatal Error becomes too frequent when there are more than 15 players on each side. I suggest that the current limits on player count for large maps be revised, so that each side in team battles would not have more than 15 players on any map. I wonder if this will make certain large maps like Dusseldorf and Berlin more playable?

 

Team Work: I'm a single player myself and I don't want to join any clan. I like playing alone, and I believe most players here are also lone players. Team battles can very often be frustrating unless you get lucky joining the right team. For this, I suggested a fairer way to distribute funds so you'll always get adequately rewarded for your efforts whether your team wins or you end up with a team of losers.

 

Sniper Domination: Well, if shafts dominate on large maps why don't you get a shaft and "dominate" yourself? Some players just want to play with one combo and with the same strategy on ALL maps. Well, it doesn't work this way! You need to find the right combo depending on what the enemy team are using. For example, on a map like Highways where shafts usually "dominate" I can use my mammoth+shaft+jade and take on 3 enemy shafts at the same time, and if I'm drugging and have an isida nearby I'll park in the open and take it all! It may take them forever to kill me. You see, this way all/most the enemy shafts will be busy trying to kill me, thus distracting their attention from my other teammates who can sneak into the enemy base. If the enemy has several shafts and you are a sucker isida with hornet don't dash into the open and cry about shafts! I've seen many such losers! Also, on large maps you don't need to capture 40 flags in 30 minutes - maybe only 1 or 2 flags would be enough to win a 30 minute match.

 

Now, anyone else wants to say that large maps are unpopular because of lags/low FPS/high ping? I don't think we get this yet! headbang.png

Yes, but=

1.The most popular gun is railgun

2.I've played some long range maps, half of the team is usually "big map newbies"   :unsure:

3.I don't tink the lag problem is about more than half of the players.

 

The main problem is fund and team work; but team-work is something can be done, and someone plays XP doesn't wait for big funds.

Another problem is about shaft. Players couldn't agree shaft!  :angry: Shaft-style playing makes then angry an they want to get in action.

They see shaft as a "game breaker"

 

Have you been killed 10 times to kill a shaft on a good camp position? Good, you are learning how to deal with a shaft!  ^_^

 

Sorry, but I got bored playing on stupid maps with shaft!  :angry: Why? Because someone doesn't accept me!?  :angry:

 

 

At least Atra should ve popular. Small and great for shaft  :unsure:

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well basically they take a lot of time to load with a slow net and as most people have slow net like me...we prefer not sit for 20 minutes in front of a loading screen and just keep reloading a browser

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The way to solve long range domination of shaft and rail is to have items that block their range. Tall buildings in the middle of the map, a forest, etc. Or do away with the cliffs that exist on maps such as Lost Temple. There is too much space near the flag base and it only takes 3-4 shafts parked there drugging to keep the area below protected. Block these areas and the dynamics would change and allow people to get further across the map.

 

When shaft was unstable while zoomed the problem was much less severe. Now it's just too stupidly accurate.

This is a great example or discriminating shaft. Large maps are for shaft, do I complain because I can't use shaft on Island?

Then delete every short range map unless Atra, and I will dominate this tiny map with shaft.

Instead of that, I would prefer staying on this situation. 

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Not really.

 

Serpuhov is about the ideal range for what should be shaft's effectiveness in terms of a devastating hit.

 

Theoretically the further a shell travels the greater the decrease in speed and the effect of gravity should make the hit less accurate.

 

Since Lost Temple is about 2x the size from base to base it just doesn't make any sense that a shaft can pick off people all the way across the map.

 

It wasn't so bad when shaft had some shimmy to it when aiming - but now that it's a precise as rail it makes the map too tedious to play.

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Not really.

 

Serpuhov is about the ideal range for what should be shaft's effectiveness in terms of a devastating hit.

 

Theoretically the further a shell travels the greater the decrease in speed and the effect of gravity should make the hit less accurate.

 

Since Lost Temple is about 2x the size from base to base it just doesn't make any sense that a shaft can pick off people all the way across the map.

 

It wasn't so bad when shaft had some shimmy to it when aiming - but now that it's a precise as rail it makes the map too tedious to play.

Lost temple is even hard for shafters, just harder for other guns.

Of course shaking was better, without lazer.  :unsure: But I don't see the big problem in Polygon CP for a Titan/Twins  :unsure:

If I can't play with shaft that popular mode, then I should be a monster in some maps.

 

There are maps great for lots of guns, but there is not any single map great for shaft. Wherever there are railgunners, shafters job may be hard like hell..

Even if there are, they are great for shaft because they are too hard for other guns to play, like Lost Temple.

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In long maps like Serpuhov, Kolhoz, Desert etc, two or three experienced shafts can dominate the map, if the other members of the team can co-operate and offer support to the shafts..

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I see lots of really good shafters in Rio and Serpuhov. In fact it's not uncommon to see the top scorers using shaft. They usually hide in 2 or 3 places on either side and when coupled with mammoth are extremely effective.

 

Even in Rio shafters can pick off people on the roof.

 

2 or 3 good ones in Serpuhov make a huge difference in the outcome. I'd say a team with no shaft and no isida would have a tough time winning there.

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In long maps like Serpuhov, Kolhoz, Desert etc, two or three experienced shafts can dominate the map, if the other members of the team can co-operate and offer support to the shafts..

Absolutely! Probably the weakest side in Serpuhov for shaft is the right side of either base - when playing on blue I just put down a few mines and hide - the players coming across the bridge or ramp can't see the mines and even if someone's got a good hull that can withstand the mine a quick burst of fire takes them out.

 

2nk496b.png

 

If there's some shafts covering the middle and left side it makes it really difficult to snatch the flag.

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In long maps like Serpuhov, Kolhoz, Desert etc, two or three experienced shafts can dominate the map, if the other members of the team can co-operate and offer support to the shafts..

 

 

I see lots of really good shafters in Rio and Serpuhov. In fact it's not uncommon to see the top scorers using shaft. They usually hide in 2 or 3 places on either side and when coupled with mammoth are extremely effective.

 

Even in Rio shafters can pick off people on the roof.

 

2 or 3 good ones in Serpuhov make a huge difference in the outcome. I'd say a team with no shaft and no isida would have a tough time winning there.

 

 

Absolutely! Probably the weakest side in Serpuhov for shaft is the right side of either base - when playing on blue I just put down a few mines and hide - the players coming across the bridge or ramp can't see the mines and even if someone's got a good hull that can withstand the mine a quick burst of fire takes them out.

 

2nk496b.png

 

If there's some shafts covering the middle and left side it makes it really difficult to snatch the flag.

I didn't say shaft is UP; but even in these maps, you spend a lot of efford than half of the games

Finding them? A suitable rio or serpuhov game? Either you are very lucky or skilled, or I am too unlucky or unskilled.

Or the third option, they are a lot harder than finding an Island, Polygon or Arena battle. As you can remember that ( @RustyNail ), you find lots of great "Pharmacy Wars!"

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I have found that the 30 minutes battles in Serpuhov tend to suffer less from the pharmacy effect.

 

If there's some shafts parked in the areas marked and I am parked in the areas in green then it makes for a really strong defense.

 

2gy92sk.png

 

Blue is harder to defend because of more entry points - red has two major choke points so it is easier to just mine those places to keep blue under control.

 

I usually tell the team what we need to do and if there's some competent players that understand their roles it really helps. Also a single isida that stays in the base makes a huge difference.

 

I used to spend more time trying to cap flags but then realized I could get about as many points by covering these two spots.

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I have found that the 30 minutes battles in Serpuhov tend to suffer less from the pharmacy effect.

 

If there's some shafts parked in the areas marked and I am parked in the areas in green then it makes for a really strong defense.

 

2gy92sk.png

 

Blue is harder to defend because of more entry points - red has two major choke points so it is easier to just mine those places to keep blue under control.

 

I usually tell the team what we need to do and if there's some competent players that understand their roles it really helps. Also a single isida that stays in the base makes a huge difference.

 

I used to spend more time trying to cap flags but then realized I could get about as many points by covering these two spots.

The green point on the blue base is under attack by attackers coming from "the valley" and railgunners spawning front.

Also, with limited hiding area and open escaping routes, hard to survive...

 

On the other side, blue point gets more help.

 

The red point near to the bridge works great as hiding, but you need a help from spawners and the other red point.

 

As you say, the other points doesn't work that great.

 

 

This can work, but you should be smarter than the opponent, or a good team player. On the other hand, you may not need to be smarter than

the opponent if you don't need to put an efford to find the opponent and getting help.

What the people call "shaft map" is usualy that maps.

 

If your idea will implement, then you will need to put much more efford than any other gun even on these maps, but the other guns won't need because they are already have suitable situations for them on popular maps(which will still be more popular than others)

 

I mean, you may not need that high abilities and knowledge if you are playing on good situations.

Of course the game should be related to the skill, but isn't it a offence to a playing style? I still put an efford for the game, but "standart mode combinations" can stay on their combination?

 

Also I want to add a point that CTF is the most popular mode and as you can see that there is also an "unpopular modes" situation.

Your example is great, but I still think that shafters is less able to find good situations fot themselves than other guns. If every big map will be like Dusseldorf, then what's the point of using shaft?

 

When you give more fund, they will equip light or medium hulls with medium range turrets and shaft paints, and they will try to sneaking bases. Just like how shafts equip heavy hulls with short-medium range gun paints and try to use its gun on short range maps... 

They also should reduce shaft's damage and add a skill to solve shaft's at least one big weakness(any of them).

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