"MRT Map Cycle Pool Choice Selection" (Sector 95)
Posted: Sun 17 Apr, 2016 11:08 pm
Hello everyone, I've been playing the map "Sector 95" as of late, and I'm rather puzzled, shocked, and relatively saddened not see this map in the "Map Cycle Pool Choice Selection." It's a rather phenomenal map, at least to that of myself, maybe a little rather dark, but certainly not horrible. It offers great chances of opportunistic player discovery given the central map layout, the corridor transitional areal access ways, not less to mention the slight garrison every now and then. Is there any reason particularly as to that of why it is not in the "Map Cycle Pool Choice Selection?", I suppose I'm just rather curious as to here of some of your feedback having possibly played on this map.
*Extras*
-Given that of how I've been searching, finding, and discovering a lot of "Gem" game niches as I concieve, craft, and create my gameplay. I'd like to share with you all some matters I came across that perhaps not too many people knew about which is a rather big deal to me but not necessarily to all of you.
-If this extra material needs to be moved to another forum thread topic area, I do understand.
Targeting- *Customizing Keybinding mechanics*
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1.) T- as a hotkey for Targeting particular unit models within a squad, causes your units also to (orbit, rotate, and revolve around) their central standing focus...i.e... if another unit approaches your unit from a far as you are capping an objective, instead of having to move your units around that of the said, objective, (Req, Power, &/or/forsay V.P.) if you use the hotkey, your unit will change its facing to then fire at that of the approaching unit instead of being shot up in the back without any return fire, and hence forgoeing, non-play-ability-cost- efficient usage, being un-able to at least incurr some damage towards that of the opportunistic initiative unit (harrassment unit by the name of some), and possibly even facilitiat> insitgate> and relatively some what be of > cause for them to fall-back given what would be the impending losses from firing on what is actually not a "free non- facing" unit.
"Retreating Vastly-Spread out units"
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2.) If you find your units vastly spread-out-thin more than that of the normal case measure of occurrence, unless your unit would otherwise not be subject to *wipe possible potential* -Don't retreat them when they are on the verge of safely making it back to base, or more rather, if one of the unit faction models wiyhin the squad is safely capable of entering the vacinity of the safe zone within the base. As far as the in- game infra-software mechancis go; it seems that given the unit naturally should have somewhat of a relatively well-standing-proximitive unit coherency, (Re-grouping) as often is the case which is more so subject to being noticeable during that of what would be a normal retreat. Perhaps more people are subject to seeing this occurr during the amidst of a normal engagement...However, if for say the post-ceding depiction
(. ... U.S.C . .)- were the spread of your units as they scurry away; the unit would then come together even during the amidst of a non-instigated full-fledged-accepted-fall-back> in order to retreat> so to actually safely de-approach the area. The situation may come to see your units wiped off the field as they consolidate towards (U.S.C.) and come together near the central uniform balance focus of the unit faction model squad coherency, and therefore come closer to the pursuing units, aspects, features (Melee, ranged, global abilities etc.) rather than had you not just guided the unit all the way back to your base manually, and having taken all-be-it (vastly more so) considerable unit model losses.
"The Art of the Charge- When to begin the retreat pursuance sweep"
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3.) Finally this is less a mechanic of the game and more so a situational occurrence response which also once perhaps again, if not more, I believe more so people know of, somewhat know of, rather than not. If you find yourself subject to being in the retreat path of the unit that is approaching you, utilize ranged stance first, then utilize melee when they have come closer aND then ranged if they pass outside of your melee proximitive range distance. This relationship is different by the unit squad type.
-Normal Ranged with melee tendencies Units
-Melee Counter Parts without, relatively with, and with a charge
-Melee Counter Parts with a charge and animation
(so as not to be subject to *over charge length range extending* your units (though not usually the case with ranged units)))
-In the first instance, 1.) utilizing ranged stance on that of the retreating said unit as they approach you, 2.) then facilitating, instigating, and enacting melee (while the reload effect procs.) to which 3.) then utilizing ranged stance upon having chased that of the said unit out of effective melee distance range, *4.) out of effective chase ranged weapon distance range (in correspondence to accuracy) and *5.) finally switching to that of what would be normal ranged stance ...is a good way to make sure to obtain the most damage you can out of your unit whatever that may be.
-In the second instance, Personal conscious judgement in correspondence to initiating melee as you approach that of the said retreating unit (given that 1.) this said unit is not running to fast for your unit, 2.) your unit does not have the rotation speed to , and finally 3.) accounting for the jostlement of the unit as they run "through your units" is what one must contrive a consensus of so as to once again maximize the chase capabilities.
-Finally, in the last case if your unit has a charge affect with an animation often for say of the case a "A streak of rushing wind ", a "leap", and/or.for that of say a "jump", you need to account for the proximity of the approach of your unit, the rate at which the other unit is approaching you, and more so that of your rotation given there is a high chance of possibility you may run past that of the said unit and not initiate as many attacks as you'd like to finish them. If you believe they are too close. Look to use ...
1.) Ranged fire stance
2.) Then allow that of the retreating unit to slightly run past you...
3.) And then begin to facilitate, initiate, and carry out your chase so as that you may begin your charge as they slightly run past you, as you run with them, but more so accountively given (they will need to regroup to retain unit faction model coherency) as they run through your units.
You will not be effectively dealing out as much damage had they been further away and you had instigated the chase earlier and ran into them, but in this case, at least you won't be trying to instigate a chase during the transition of them "coming" to about to pass you, and then running past them and part-taking in dealing out little, close to nothing, if indeed nothing at all in terms of damage.
*Extras*
-Given that of how I've been searching, finding, and discovering a lot of "Gem" game niches as I concieve, craft, and create my gameplay. I'd like to share with you all some matters I came across that perhaps not too many people knew about which is a rather big deal to me but not necessarily to all of you.
-If this extra material needs to be moved to another forum thread topic area, I do understand.
Targeting- *Customizing Keybinding mechanics*
--------------------------------------------------------------------
1.) T- as a hotkey for Targeting particular unit models within a squad, causes your units also to (orbit, rotate, and revolve around) their central standing focus...i.e... if another unit approaches your unit from a far as you are capping an objective, instead of having to move your units around that of the said, objective, (Req, Power, &/or/forsay V.P.) if you use the hotkey, your unit will change its facing to then fire at that of the approaching unit instead of being shot up in the back without any return fire, and hence forgoeing, non-play-ability-cost- efficient usage, being un-able to at least incurr some damage towards that of the opportunistic initiative unit (harrassment unit by the name of some), and possibly even facilitiat> insitgate> and relatively some what be of > cause for them to fall-back given what would be the impending losses from firing on what is actually not a "free non- facing" unit.
"Retreating Vastly-Spread out units"
---------------------------------------------------------
2.) If you find your units vastly spread-out-thin more than that of the normal case measure of occurrence, unless your unit would otherwise not be subject to *wipe possible potential* -Don't retreat them when they are on the verge of safely making it back to base, or more rather, if one of the unit faction models wiyhin the squad is safely capable of entering the vacinity of the safe zone within the base. As far as the in- game infra-software mechancis go; it seems that given the unit naturally should have somewhat of a relatively well-standing-proximitive unit coherency, (Re-grouping) as often is the case which is more so subject to being noticeable during that of what would be a normal retreat. Perhaps more people are subject to seeing this occurr during the amidst of a normal engagement...However, if for say the post-ceding depiction
(. ... U.S.C . .)- were the spread of your units as they scurry away; the unit would then come together even during the amidst of a non-instigated full-fledged-accepted-fall-back> in order to retreat> so to actually safely de-approach the area. The situation may come to see your units wiped off the field as they consolidate towards (U.S.C.) and come together near the central uniform balance focus of the unit faction model squad coherency, and therefore come closer to the pursuing units, aspects, features (Melee, ranged, global abilities etc.) rather than had you not just guided the unit all the way back to your base manually, and having taken all-be-it (vastly more so) considerable unit model losses.
"The Art of the Charge- When to begin the retreat pursuance sweep"
--------------------------------------------------------------------------------------
3.) Finally this is less a mechanic of the game and more so a situational occurrence response which also once perhaps again, if not more, I believe more so people know of, somewhat know of, rather than not. If you find yourself subject to being in the retreat path of the unit that is approaching you, utilize ranged stance first, then utilize melee when they have come closer aND then ranged if they pass outside of your melee proximitive range distance. This relationship is different by the unit squad type.
-Normal Ranged with melee tendencies Units
-Melee Counter Parts without, relatively with, and with a charge
-Melee Counter Parts with a charge and animation
(so as not to be subject to *over charge length range extending* your units (though not usually the case with ranged units)))
-In the first instance, 1.) utilizing ranged stance on that of the retreating said unit as they approach you, 2.) then facilitating, instigating, and enacting melee (while the reload effect procs.) to which 3.) then utilizing ranged stance upon having chased that of the said unit out of effective melee distance range, *4.) out of effective chase ranged weapon distance range (in correspondence to accuracy) and *5.) finally switching to that of what would be normal ranged stance ...is a good way to make sure to obtain the most damage you can out of your unit whatever that may be.
-In the second instance, Personal conscious judgement in correspondence to initiating melee as you approach that of the said retreating unit (given that 1.) this said unit is not running to fast for your unit, 2.) your unit does not have the rotation speed to , and finally 3.) accounting for the jostlement of the unit as they run "through your units" is what one must contrive a consensus of so as to once again maximize the chase capabilities.
-Finally, in the last case if your unit has a charge affect with an animation often for say of the case a "A streak of rushing wind ", a "leap", and/or.for that of say a "jump", you need to account for the proximity of the approach of your unit, the rate at which the other unit is approaching you, and more so that of your rotation given there is a high chance of possibility you may run past that of the said unit and not initiate as many attacks as you'd like to finish them. If you believe they are too close. Look to use ...
1.) Ranged fire stance
2.) Then allow that of the retreating unit to slightly run past you...
3.) And then begin to facilitate, initiate, and carry out your chase so as that you may begin your charge as they slightly run past you, as you run with them, but more so accountively given (they will need to regroup to retain unit faction model coherency) as they run through your units.
You will not be effectively dealing out as much damage had they been further away and you had instigated the chase earlier and ran into them, but in this case, at least you won't be trying to instigate a chase during the transition of them "coming" to about to pass you, and then running past them and part-taking in dealing out little, close to nothing, if indeed nothing at all in terms of damage.
