Problems with Miramar from a top 50 FPP player

in #gaming7 years ago

The new map was a welcome sight to everybody sick and tired of the old map (Erangel). However, this new map has so many issues that I find myself longing for the days of endless school and military base drops.

My gripes with the new map:

1)The Terrain

The terrain of Miramar encourages more awkward fights than those on Erangel. Whether it be someone on a plateau shooting while you struggle to run through the wide open and empty field or while you are running to the circle walking up to 6 people in 26 dips that shouldn't exist. Because of the jagged terrain there are few clear lines of site. This leads to the surroundings being impossible to safely clear. The combat is sporadic in part due to the terrain and part due to lack of vehicles (will be explained more later).

Edit: Terrain =/= Cover, Cover=Rocks/Trees Terrain=Hills/Dips/Mountains

2)Land Mass

Miramar is too slow and boring. Both Erangel and Miramar are 8kmx8km maps. Erangel is 51% land ( ~32km2 ). Miramar is 71% land ( ~45.5km2 ). This contributes to the extreme early to mid game lulls in action. The player per area on Miramar is lower than on Erangel. In addition to this there are no true choke points (ie Military Base Bridges) driving conflict. The only real driver on Miramar is the circle. With most every circle being 99.9% land no one if “forced anywhere” and everyone can be anywhere. This leads to a “wandering effect” of just trying to run from circle to circle with no real purpose.

3)Traveling

Traversing Miramar is inflexible. The biggest contributor to this is the lack of vehicles. Getting from point A to B is slower and clunkier than on Erangel. Another reason for this is the new mechanics of vehicles, with the worse off road driving and the crazy terrain it makes it next to impossible to get anywhere on the map in a reasonable amount of time. This being the case later circles create a “funneling effect” on player density. With so few options for players to position and reposition, teams cluster along the outer edges of the circle. This makes the ensuing fights not about tactical decision making but more about randomness and luck.

4)Loot/Looting

Looting is more difficult on Miramar. The main cause of the is the unavailability of vehicles. On Erangel is it possible to “safely” loot the edges (ie Zharki, Severny, Lipovka) because there are numerous vehicles spawns on the flights path or “soft spawns”. The edge cities of Miramar are borderline deathtraps. If a player were to drop into Los Higos, La Cobreria, or Torre Ahumada there is a real possibility that there will be no vehicle to get to the circle and you will simply die. You cannot justify attempting to loot one of these locations. Looting then becomes more centralized and less loot for more players. Another minor issue is that the new buildings themselves are mazes and have less loot spawns than their Erangel counterparts.

TLDR: I believe that this map needs a lot of work in order to be more tactical and competitive.

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