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Why do people like Novare Coast?


richardya

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I know everyone has their favorite war zones. I understand why people love and hate different maps. I am am sure if this thread gets responses that many will be "Forceball" and "Zergstar." The only map I just do not get is Novare Coast. The only positive I have heard is the scoring system makes it the easiest one to come back in which I assume is b/c captures are more common.

 

The reason why I do not like it is because it is the exact same concept as Civil War with a few minor tweeks. The time to get between points is faster and if you have more people the caps are quicker. I think that makes it more mindless. 9 out of 10 people will play every situation the exact same way. The thing with this zone is that I feel like you have the least amount of individual great plays. In the other two maps with objective points you can do a lot of intercepting, sneak attacks and intelligent solo defending. The only thing like that in NC is taking a solo defended bunker. Even Voidstar that critics say is a zergfest has strategy in picking which side to g0 to and protecting a plant or sneaking in a plant. I don't only mean stealth plants, I have many plants on GS in the in midst of Flyby and other chaos.

 

I hope if they make new war zones they come up with something that does not involve capturing/planting objectives. Maybe an escort mission or something that somehow separates the team into smaller teams, I don't know. What I do know is that Novare Coast is essentially Civil War with minor tweaks.

 

Also, many people ask to pick which WZ they queue for. This is a bad idea unless we have cross server queues. Different classes do better in different zones and Hutball or Voidstar teams will happen. The queue times will be premerger length. I think the game developers prefer some community as opposed to cross server queues. But, what they could do is give players the option to block one War Zone, so if you hate hutball you get a random of the remaining three.

Edited by richardya
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Alderaan Civil War's outcome is usually determined in the first 3 minutes of the match (i.e. your open).

Voidstar's outcome is determined by team composition.

Huttball's outcome is determined by individual players.

Novare Coast's outcome is determined by teamwork.

Edited by Darth_Philar
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The capping system is great, you can stage the most dramatic comebacks in Novare Coast. You have to pay attention to the bunker because it can be capped from many angles and multiple distances - mindless deathmatching will lose you the node very fast unlike in Civil War where there's a kilometer-high beam that you have to be dumb not to notice or in Voidstar where you just have to glimpse at the door every few seconds.

 

There's less reliance on the force field door than in Voidstar; no side speeders like in Civil War. Doesn't favour certain classes as inordinately as Crapball does (and my main's a Guardian so my class is one of the alpha monsters but I still don't think it's quite well thought out).

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Alderaan Civil War's outcome is usually determined in the first 3 minutes of the match (i.e. your open).

Voidstar's outcome is determined by team composition.

Huttball's outcome is determined by individual players.

Novare Coast's outcome is determined by teamwork.

 

This actually seems fairly spot on.

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I think its because of the capping system too. The others you feel like your fighting the clock.

 

As far as huttball as not mentioned by the op I disagree its largely about composition of teams not individuals, and it leans heavy in favor of force users.

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I think its because of the capping system too. The others you feel like your fighting the clock.

 

As far as huttball as not mentioned by the op I disagree its largely about composition of teams not individuals, and it leans heavy in favor of force users.

 

Quite the opposite. The optimal huttball team has more powertechs. It seems like most people still dont understand the concept of controlling middle.

Edited by Yeochins
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Because it's both strategic and tactical.

Because it looks pretty good.

Because the outcome can change throughout.

Because it feels like something that would happen in an actual war.

Because it's pretty fast.

Because it makes a lot more sense than killing people during a ballgame.

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Quite the opposite. The optimal huttball team has more powertechs. It seems like most people still dont understand the concept of controlling middle.

 

Powertechs don't get the ball across the line, its usually a healer using force run or a tank using force leap.

Translation its more about composition of the team than the individuals. Unless both teams are the same composition I'd buy that remark.

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Powertechs don't get the ball across the line, its usually a healer using force run or a tank using force leap.

Translation its more about composition of the team than the individuals. Unless both teams are the same composition I'd buy that remark.

 

Don't forget extricate :)

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Alderaan Civil War's outcome is usually determined in the first 3 minutes of the match (i.e. your open).

Voidstar's outcome is determined by team composition.

Huttball's outcome is determined by individual players.

Novare Coast's outcome is determined by teamwork.

 

I rarely play Civil War matches where the the points do not turn over, less then NC but they turn over.

Voidstar critique is a little simplistic, the same composition can win or lose depending on who is playing, although (like most WZ maps) composition is very important.

Hutball is extremely team oriented but you can get by with some bad players, passing is the best ability and usually requires two. Pulls, passing and leap work best with two.

 

NC seems like a huge zergfest to me. Usually the fight starts out at South and zergfest wins and then you just go where the other team goes to protect. Or if you are behind you go to least protected. It's just follow the crowd and the map is so small you can easily recover from being late.

Edited by richardya
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Powertechs don't get the ball across the line, its usually a healer using force run or a tank using force leap.

Translation its more about composition of the team than the individuals. Unless both teams are the same composition I'd buy that remark.

 

This is where you are wrong.

 

Either you haven't been in any rated groups, or you are not in any significantly rated group. Powertechs get the ball across the line all the time. You just need to use your pull and pull their ball carrier into their second set of fire-pits when the ball gets turned over.

 

In fact, most goals in rated warzones happen like this because the other team is competent enough to kill a carrier who has to carry the ball from the middle to the end-zone. The top rated teams try and throw the ball away if it turns over near the endzone for this reason.

Edited by Yeochins
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As long as everyone is trying, NC is not over until one side is at 0. Game's are more about fighting (fighting with more than 4 ppl = "zergfest"? Whatever... I play pvp games to pvp, not play rugby or capture the flag) and team coordination than cc and class tricks.
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People like Novare Coast becouse they haven't become as burnt out on it as they are on the other three.

Only one new arena in 8 months, I would be supprised if they let out another new one in the next 8 months.

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Quite the opposite. The optimal huttball team has more powertechs. It seems like most people still dont understand the concept of controlling middle.

 

PTs also come with grapple which is the #1 defensive skill in Huttball. It doesn't always beat friendly leap but you can grapple the same guy multiple times while it's not feasible to friendly leap multiple times even if you've multiple Juggs since you'd have to pass the ball and makes you vulnerable.

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Novare Coast is basically decided after the first team that caps two nodes. Unlike Alderaan, you can recover in Novare Coast if your team was actually stronger and just fell asleep at the opening whereas you can't recover in Alderaan once the enemy has established a defensive position unless they're greatly outgeared. It's only more interesting in a PUG when you've a team that might be stronger but can't respond to an opening. In Alderaan you'd lose hte game but in NC you can just brute force and recover, though in both cases the stronger team should've just won the game outright to begin with. Edited by Astarica
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It's only easier to stage comebacks in Novare Coast because variants of the invisible cap exploit still exists. It's a lot harder now but there are still spots you can cap without having your casting bar showing up which makes it difficult for a defender to determine if you're capping. Honestly against good teams you're not going to sneak in any cap attempts without having a way to hide your casting bar, which requires an exploit by definition. A single Tankasin spamming Wither pretty much stops anyone from capping let alone any more dedicated AEs.

 

But we're talking about exploits here. It'd be easier to stage comebacks in Alderaan if you can cap without having the blue beam of light show up on you.

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