Sleepy Zan wrote:Ydubbs81 RND wrote:Setting this map as an example for anything is a huge mistake. Line Harvest like the other dude said is a better choice. Although the other maps except for manus peak are good ones.
See I'm going to have to disagree with you there, this map is the closest thing to perfection that CCP has created, as far as map design goes.
I, in turn, am going to have to disagree with you. This is the most "redline" friendly of all the maps currently in rotation.
Possessing all three points (which can occur from something as simple as one squad being spawned into the match ~20 seconds before the others) provides a huge advantage which is rarely turned around once attained. Even more rarely if the opposing team does not already have forces active within the main combat area of the map. It is also one of the most "red zone sniping" friendly maps in rotation (be that tank or rifle). Providing not only a number of red zone protected spots with great overwatch and lines of fire but also a dearth of useful cover, instead generally requiring any force moving for one NULL cannon to another to pass through 2 or more common sniper firing lanes. The same terrain that provides such a haven for sniping can be used to great effect by AV thus further condemning any team who happens to get redlined to a full game of spawn camping by the other team.
On top of all it's fundamental systemic flaws the positioning of the MCCs is weak rendering one effectively useless and the other heavily open to spawn camping. The three points minimize possible game permutations as compared with higher objective count maps and the interesting terrain areas around the corner of the map only provide any tactical value if either A) sniping or B) plying a desperate gambit to flank/break out of being "redlined" aka spawn camped.
Manus Peak provides the least diversity of replay (in the games current CODEX iteration), the heaviest possibility of map advantage (or even spawn times) determining the outcome rather than teamwork and the greatest "hard counter" effect of all maps due to the terrain layout (hard counter in the sense that map terrain provides minimal opportunity to mitigate or work around the effects of a given role/fit on the battlefield requiring that the team your placed with
happen to have the proper skills/fits to directly respond to whatever is thrown against them, lacking the flexibility of engagement/ability to 'pick your battles' present in other maps).
All in all Manus Peak is the weakest and least balanced of the maps currently in rotation.