"Take a look at this post I made" - Nept Jabba the Hutt of TPG
"?Goddammit nept...." Counter TPG PR guy
MA in general focuses on the ability to maintain map control while capturing silos. The way in which you do this is different on triangle vs linear maps. Since you spawn in a base on linear maps, the ability to strategically assault and hold points is emphasized. On triangle maps, the spawning is influenced based, for example if you have players on s1 and s2 the enemy will spawn near s3. Triangle maps might seem hectic but there really is a rhythm to them. Being able to TDM on points is just as important on both map types. On triangle maps you have to slay fast then gain map influence so that you can effectively force the enemies spawns to a single point. On linear maps the options for attacking into points are more limited so strategies are more specialized and execution for attacks/defenses can take longer.
My team performs well on both types. We are better at specific maps not map types.
I like both. I am a very spatially aware pilot so I always know were everyone is and were they will spawn on triangle maps (even down to exact spawn locations). It is very comforting to know were your enemy/team is at all times. On linear maps i love to devise strategies (Wish my team had more time/people at practices so we could make them more fancy). I like the intensity of executing a well coordinated attack on linear maps and the adaptation required once teammates start falling really caters to my more creative/hectic play style.
The current map pool is good. Hawken maps are both good and bad. Every map currently in TPG rotation is competitive and has seen close games during season/preseason/scrims. In my opinion, I don't think many (if any) teams are actually using any of the maps to their fullest potential in terms of strategery. I don't think there should be a restriction on what maps are tie breakers.
The maps do offer a lot of strategic options, opportunities for creative compositions/play, and are actually decently balanced. However, no Hawken map is particularly well polished. There are a lot of invisible walls; blue barriers that block shooting lanes that should be open (looking at you wreckage); uneven floors that not only make the game look bad but also make bouncing/floor based weapons (eoc) harder to use; dynamic shadows giving away mechs positions through walls/floors; geometry on/near walls that make no sense for a arena shooter other than for being annoying (purely aesthetic nonsense); almost every map has gravity wells on ledges; and the most annoying thing of all the mother fuzzy bunnyng sticky walls.
My solution to the problems with the maps. Give the community the map files/assets. Hold a contest. Most polished/well revised of each map wins. Boom community and reloaded win. *fires up UE3*
Edited by CounterlogicMan, 30 July 2015 - 01:59 PM.