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New Map - Terra Therma


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#21 KKRonkka

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Posted 30 July 2013 - 12:50 PM

Plus:

Good looking, made for epic battles....

Minus:

... but it's still an another big map with stupid capping where you have dozens of routes and possibility of seeing enemy before either you or enemy caps you is miserably low. Marvellous job, and love it even more when your team has no lights and enemy has 2+.

Assaults, it's spawn camp time!

Edited by KKRonkka, 30 July 2013 - 12:51 PM.


#22 Runenstahl

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Posted 30 July 2013 - 01:22 PM

View PostOnlystolen, on 30 July 2013 - 11:54 AM, said:

WELL... its seems my commando is have ALOT of trouble (with an xl195 + tweak) traversing the new map.. what seems to be flat ground is slowing me down to half speed at some points.. i couldnt even out run a victor. the hell?


I have exactly the same problem with my commando (using XL195+tweak too). My speed is constantly dropping down to 50 % or even zero before going up again. And my little commando can't cross the small raise to the center platform once you get into one of it's side-areas. I had to run-bounce-crawl down through the lava to get out.

Otherwise I like it. New maps are always fun and add variety to the game. I agree with most people that lave could do more damage. As to the map being too big: well, 12 vs 12 will come one day and should help with that issue.

#23 Distemper

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Posted 30 July 2013 - 01:32 PM

Dev 1: "So now we've released the overly complicated heat scale system what's next?"

Dev 2: "How about a really hot map covered in lava to get things cooking?"

Dev 1: "I like your thinking, managing heat is by far the most fun part of the game."

Dev 2: "Don't forget that people are struggling traversing terrain."

Dev 1: "Good call, let's add loads of steep hills and impassable terrain to the map, nothing cheers an assault pilot up more than coming to a grinding halt for no apparent reason."

Dev 2: "While we're at it let's make it really big, so it takes almost 5 minutes to get from base to base in a medium. Gives people chance to grab a drink whilst Assaults can go have their dinner."

Both Devs: "Genius!"



No, no, no, no and no!

Apologies for the sarcasm but every patch I look for something positive that actually improves the experience and maybe even brings some fun back into the game, like actually fixing the hit registration or giving us game lobbies to organise our own drops, but every time I'm disappointed :)

#24 Karenai

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Posted 30 July 2013 - 01:42 PM

The map is even a bigger pain in the butt for any slow mech then Alpine already is. Why? Because it is not only huge and you slow down all the time because of "steep" terrain, you are not able to engage anything from more then 450m.
I see where the map is coming from. It was designed for brawlers, when we did not have slowdowns due to terrain...
With a 300 rating engine my Atlas needed almost exactly 3min to get to a conquest point right from the spawn.
To get anywhere you need to run around at least three things or more and if you drop down, well better go make some tea, it will take a while to get into battle again. Oh and forget using LRM, starting to use them at 300m is not really effective. Combined with the nerf to seismic the experience is not fun at all.
In conquest there is only one way the map ends...with points.

PS. It looks ok. But that is it. Another shot to assaults knee. "Lets make their life unbearable untill they all switch to scouts!"
I know people who quit every time Alpine comes, it will get worse with the new map.

Edited by Karenai, 30 July 2013 - 01:52 PM.


#25 arghmace

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Posted 30 July 2013 - 01:50 PM

As I said when Alpine came out:
The cap speed in both assault and conquest must be in relation to map size. The bigger the map, the slower the cap. Currently this nice map is ruined because this issue isn't fixed.

In conquest I do not mean the time it takes to capture a base, but the resource extraction rate, of course. Alternative and easy way would be to raise the win condition from 750 to 1250 in the 3 big maps we have. For assault, make capturing enemy base 33% slower in the big maps.

Edited by arghmace, 30 July 2013 - 01:56 PM.


#26 MechMacaw

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Posted 30 July 2013 - 01:52 PM

It looks awesome :) But the lava should start damaging your structure while your armor is getting damaged, not after your armor is all gone, and also quickly destroy anything stored in your legs. It should definitely hinder your movement too making it more realistic and giving more reason to avoid it.

Edited by Steelbuns, 30 July 2013 - 01:56 PM.


#27 arghmace

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Posted 30 July 2013 - 01:57 PM

Also why does the spawn point have to be in the cap zone? For big maps it would be wise to start closer to the center so that your own base is way behind you. This way you wouldn't have to spend several minutes of your life just walking forward and yawning until you see the enemy.

#28 The Sleepy Weasel

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Posted 30 July 2013 - 02:04 PM

I'm liking the heat increase & eventual damage effect when IN uncrusted lava, including that innocent looking river flowing from D4 to C3.

I did run into an Out of Bounds warning and countdown in the area of the bridge at C3 that crosses the lava river, despite the map saying I was well IN bounds.

Also ran into some terrain clipping issues when using jump jets to climb steep animated lava flows coming down from peaks. Basically, if it was steep enough to drag my windshield in the animated lava, I got a free peek through the terrain.

Overall, AWESOME effects, guys!

#29 The Sleepy Weasel

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Posted 30 July 2013 - 02:08 PM

One other thought... I tried just standing in one of the damaging lava flows and saw the heat level stopped rising at 89%. I realize that the thinking here is PROBABLY that if the heat level is high enough to shut down a 'Mech, then it will never cool enough to start back up and get out, at least, not without an override.

My thoughts are, if you're dumb enough to stand in the lava until your 'Mech powers down, Darwin would have an opinion on whether or not you should stay around to pass on your genes. Let 'em die.

#30 tigermaster

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Posted 30 July 2013 - 02:25 PM

do you think is funny to walk for 5 minutes without seeing anyone? cmon PGI this map is too large, alpine peak also is large but is open air, here you see only the damned wall over and over, really, make it smaller, or remove it, or keep it for the 12v12 maybe is better.....

#31 Rugarou

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Posted 30 July 2013 - 02:37 PM

Major problem with this map, there are numerous places where on flat terrain it slows you down. There are also numerous places where traveling up OR DOWN an incline slows you down way more than it should. I mean really, when traveling downhill it slows you down 50%+?!

Need to start testing the maps in something other than a spider or jenner guys.

But the map does look gorgeous and brings about some interesting tactics. Except for the movement issues, I like it.

Edited by Geaux Tiger, 30 July 2013 - 02:41 PM.


#32 Cache

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Posted 30 July 2013 - 02:55 PM

View PostBuso Senshi Zelazny, on 30 July 2013 - 12:25 PM, said:

I can confirm the out of bound warning in C3 on the Training Grounds. It only appears to pop up when you're below a certain elevation, between 170-175. You can go over the bridge in C3 just fine, but if you go down through the lava flow, it pops up.

Can confirm as well, with pic. In testing grounds in C3, the lava flow and immediate surround gets an OOB warning.

Posted Image

#33 Felbombling

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Posted 30 July 2013 - 02:58 PM

Two things... first, I think you are missing a golden opportunity on that central platform, having that invisible wall protecting the round hole in the floor. It would be worth some good laughs to see someone fall down into the lava if they were not paying attention to the platform they were walking on. Second, I think Mechs should sink at least calf deep into the lava flows, and probably waist deep in the central pool under the platform. As someone also stated above, there should be a feeling of resistance while in the lava. Otherwise, a very nice looking map with great colour contrast between the lava and the black volcanic rocks.

#34 Dantiger

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Posted 30 July 2013 - 03:06 PM

the worst problem is that the map is too wide, so its a little hard do find the enemy... there is just too much routes to get to the other side

and lava need to be more dangerous and give speed penalties imo... the mech need to sink on the lava pool on the center of the map (fall from the platform = death)

#35 sizz0r

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Posted 30 July 2013 - 03:08 PM

Hey, i have to admit that i am a little bit disappointed. The map looks like alpine or tourmaline just in another colour.
Big map, many rocks, no eyecatchers (except for the "arena" ofc). I have hoped for more maps like river city and forest colony because they feel more like a battleground to me.

Anyway, i bet we will see some epic and also funny fights in that "lava arena" location in the middle of the map :-)

#36 Skalpel

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Posted 30 July 2013 - 03:20 PM

The problem that I saw was the "invisible" walls.. Sometimes it just stops me when I'm near a cliff. It's like im next to a building. I have to turn my legs away and walk in other direction. Then there are times when you see half of an enemy mech poking out by the wall (to the arena mostly) and you shot im and the lasers or ammo stop at the wall. It's almost a small mech width. If you know what I mean. There is almost no precision fireing around the corner, becouse you have to expose yourself fully before you can shoot or you just hit an invisible wall.

Then there are problems, like other said, with movement being slowed down.

Other than that, the map looks really nice! :)

#37 Serpentbane

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Posted 30 July 2013 - 03:31 PM

Running Stalker With 300 engine I got stuck several times in small lava rivers. Last time in the lava river under one og the four bridges leading into the crater. BTW, I also have problems getting stuck by the smallest of rocks in my path at other maps, for example at Canyon network. Most often while going backwards.

Edited by Serpentbane, 30 July 2013 - 03:34 PM.


#38 Zomboyd

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Posted 30 July 2013 - 03:41 PM

i can say i never even saw damage from lava in the testing grounds and i bathed my spider in as much of the stuff as i could find, even jumped into the giant crater in the middle of the map (time to try it in a real match)

played it in a match. the map needs to have the damage from lava increased. Even have it do damage like a small laser while in it would be good. makes the stuff scary and leads to tactical choices weather you go for a swim or not :) also the hole in the middle of the big basin needs to have the invisible wall removed for better and more funny accudents

Edited by Zomboyd, 30 July 2013 - 04:14 PM.


#39 ollo

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Posted 30 July 2013 - 04:02 PM

Nice visuals, but when do we get the 5-6 lances (on each side of course) this map needs to be enjoyable?

#40 White Bear 84

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Posted 30 July 2013 - 04:04 PM

The pics you guys have posted look cool - more pics!!

This map, it makes me vey excite for patch!

Edited by White Bear 84, 30 July 2013 - 04:04 PM.






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