One line summary of your issue
Story mission has terrain that actively prevents tactical play
Please explain your issue is in as much detail as possible.
tl;dr this map needs a refinement pass to either remove the ramp up to the impassable area, or to make the areas that *look* passable actually count as jump landing points.
Steps to reproduce the issue
Story mission has terrain that actively prevents tactical play
Please explain your issue is in as much detail as possible.
Problem map: Liberate: Itrom
Issue: Approximately one quarter of the map was obviously designed for a stealth approach, but is not rigged for jumping, leading to wasting half an hour circumnavigating the heights just trying to get down.
I attempted to sneak up (as ordered) on the detachment guarding Storage Silo Charlie. My lance of jump-capable Heavies and Assaults had zero problem climbing to the heights to the right of the drop point because A) there are plenty of intermediate jump points, and B) the box canyon immediately to the right of the drop zone has an obviously pre-crafted ramp up to the heights. This terrain is so obviously made for a sneak attack.
But after traversing the heights and approaching the rear of the Charlie guard detachment, I was unable to find any points that would let my Jump 2~4 'mechs get down into the caldera. The silo location is ringed by a wide band of flat-topped ridges and broken slopes that, in other maps, would be traversable with jump jets. But these areas are five or six jumps across and impassable.
I'm fine with impassable terrain, but it shouldn't look exactly like the passable terrain and it shouldn't have a blazingly obvious trail leading the player to it right from the drop zone.
Issue: Approximately one quarter of the map was obviously designed for a stealth approach, but is not rigged for jumping, leading to wasting half an hour circumnavigating the heights just trying to get down.
I attempted to sneak up (as ordered) on the detachment guarding Storage Silo Charlie. My lance of jump-capable Heavies and Assaults had zero problem climbing to the heights to the right of the drop point because A) there are plenty of intermediate jump points, and B) the box canyon immediately to the right of the drop zone has an obviously pre-crafted ramp up to the heights. This terrain is so obviously made for a sneak attack.
But after traversing the heights and approaching the rear of the Charlie guard detachment, I was unable to find any points that would let my Jump 2~4 'mechs get down into the caldera. The silo location is ringed by a wide band of flat-topped ridges and broken slopes that, in other maps, would be traversable with jump jets. But these areas are five or six jumps across and impassable.
I'm fine with impassable terrain, but it shouldn't look exactly like the passable terrain and it shouldn't have a blazingly obvious trail leading the player to it right from the drop zone.
tl;dr this map needs a refinement pass to either remove the ramp up to the impassable area, or to make the areas that *look* passable actually count as jump landing points.
Steps to reproduce the issue
1) Start Liberate: Itrom with mechs mounting 0-4 jump jets.
2) Move directly right from the dropzone into the box canyon (behind the rock spike, not in front)
3) Ascend the plateau above Storage Silo Charlie by way of the gently-sloping "S"-shaped sand ramp at the far right.
4) Rage as you realize you can't descend and surprise the guard force *AS EXPLICITLY ORDERED BY THE GAME TEXT*.
5) Save-scum, restart, and abandon all hope of subtlety.
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2) Move directly right from the dropzone into the box canyon (behind the rock spike, not in front)
3) Ascend the plateau above Storage Silo Charlie by way of the gently-sloping "S"-shaped sand ramp at the far right.
4) Rage as you realize you can't descend and surprise the guard force *AS EXPLICITLY ORDERED BY THE GAME TEXT*.
5) Save-scum, restart, and abandon all hope of subtlety.
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