16-05-2011 07:56 PM - edited 16-05-2011 08:01 PM
Seriously, the Valor attacking S.E.V.E.R defending Domination map is just impossible. Compared to our maps they have it easy.
On this map all their bunkers can protect each other, have walls beghind them with gaps they can park APC's behind. They can shoot right into our spawn and just basicly block all movement. On the opposite however, our maps are so open its too hard to cover all angles.
Is there any changes of getting some of the seriously unbalanced maps altered anytime soon?
I love MAG but some maps just take the biscuit.
EDIT: Example, just played a map attacking SEVER, we only managed to get one bynker down. Just started another map, SEVEr attacking, within the first TEN SECONDS, our bunkers were rigged
on 17-05-2011 10:45 AM
on 29-07-2011 11:01 AM - last edited on 29-07-2011 07:04 PM by bambaroo
Was wondering until a thread like this would pop up again.
I dunno though, whenever I've had to attack on of our own maps we've strolled through it just fine nearly every time When they made domination neutral, me and a number of clan mates were wondering why people complained about them so much when they were somewhat easy.
[Removed - Please mind your language]
By now the games been out year n half and ever since eazymode had it eazy with the maps they were given to defend and the weaker ones to attack so eventually ppl moved over to eazymode and now its stacked with vets and clans
Hell im on eazymode now and its so eazy because now we are smashing on randoms/low levels or trial noobs
Notice in domo how eazymode has a clan in every platoon with lots of level 70s, now look at Valor or Raven and see in 1st and 2nd platoons just lots of low level randoms
If you want to laugh read IGNs review of MAG they saw this happening before all of us
on 29-07-2011 11:51 AM - last edited on 12-08-2011 11:14 AM by Yaster
on 01-08-2011 01:20 PM
on 01-08-2011 02:27 PM
LoL they saw this happening over a year ago and still the zipper team who play on sver when they play has done nothing to fix this problem and never will..there dne wit mag there letting it fade away like a bad smell Sver wat a bunch of C**ts...... http://m.uk.ign.com/articles/1065655
I think this game has had lots of changes in its lifetime from patches for fixing glitches to making changes to weapons & buildings...
Not everything is going to please everybody.....
on 21-08-2011 08:35 PM
The maps alone are not the issue and neutrality tends to prove this somewhat.
Its a combination of factors that provide SVER with an advantage due to weapon power.
Sure...SVER's bunkerline is horrible to overcome, but on its own, its not a big deal if you consider some difficulties for even Valor/Raven defenders to hold.
The combination of miracle spamming (medkits), objective design, red triangles, tracers, movement speed with high accuracy from the hip etc etc etc, plays into the hands of the faction who pushes the hardest.
If you get 2 teams pushing hard, the stronger weapon will usually win more easily.
ZIPPER kicked itself in the head when they started adding too much and completely stomped on the more important design elements.
Sure...ret-triangles are to help the new gaer see the enemy through the fog of war. But it also helps the experienced gamer, meaning it is of little benefit and enhances run & gun gameplay. This is not something that is needed when weapon designs are what they are.
Tracers...sure, it allows ranged weapons to be spotted for those who pay attention. But from silence weapons, it completely defeats the purpose of having them silenced, regardless of the red-triangle element.
Medkits play into the hands of close quarter fights more.
Meaning the only way to break through to an objective is to charge with medkits.
This leads to a cluster-fut meat grinder where in equal hands, the stronger weapon wins.
Even in one on one fights, the scenario is the same with ample cover & self-heals.
Movement speed & lack of consequence to accuracy lends itself to the run & gun meat-head. Enabling all these other factors to come into play, meaning that close quarter is prominent & damage is more imoportant than accuracy.
And then there is the objective design.
Its bad enough that objectives are the focal point for conflict & are close-quarter encounters.
But when you have an objective design that is linear, there is no option but to attack them in line. Meaning, you must take out them in succession to have a chance. And we end back in a loop where the only way forward is through the 1st objective that cannot be captured, but can be taken back by the defenders.
This linear design is not helpful to the scenario of MAG....its like KZ2 tbh......single points of conflict with more players.
on 24-08-2011 08:39 AM
I got all the way to level 60 on Valor before starting on my Raven and SVER characters and to be honest I always found that if your in a good sqaud then taking on SVER on any map isnt a problem.
At first I did think that they were over powered and that their defending maps were unfairly balanced against the others but like I said if you can get a good squad going then overcoming SVER isnt a problem.