

New Terra Map, Terra Bad.
#61
Posted 01 August 2013 - 03:14 AM
I mean you can imagine leaving an LRM boat, a medium (light killer) with an ECM Atlas + other Assault who swapped any sort of decent engine for maximum weapons load out at base, two spider scouts with JJs and a main party of 6 assaults/heavies who are directed by the scouts.
Also - because of the size of this map, in current PUG games, I have only ever won on Terra if we actually discussed a strategy before heading out. You have plenty of time to work out a half decent plan, as the map is so huge, and it's not like you will be hit in first 5 mins.
#62
Posted 01 August 2013 - 05:18 AM
#63
Posted 01 August 2013 - 05:21 AM
#64
Posted 01 August 2013 - 05:48 AM
Sephlock, on 01 August 2013 - 12:45 AM, said:
Standard BattleMech armor is composed of several layers providing various degrees of protection and support. The first layer is extremely strong steel, the result of crystal alignment and radiation treatment, which is also very brittle. The second layer is a ceramic, cubic boron nitride, which combined with a web of artificial diamond fibers acts as a backstop to the steel layer. These two layers rest atop a titanium alloy honeycomb structure which provides support, and a layer of self-sealing polymer sealant which allows for space and underwater operations.
Because of its hardness, chemical inertness, high melting temperature (2973oC) cubic boron nitride is used as an abrasive and wear-resistant coating.
I'm with you there when it comes to lava's direct effect on armor, but not when it comes to cooling.
If you decide to jump into a pool of lava, maybe the mech shouldn't take armor damage, but it should...
overheat...
shut down...
and then proceed to suffer an internal ammo explosion or engine explosion.
Lava is not the best coolant. When a mech SEEMS to need a medium to transfer heat away from itself via heatsinks (such as an atmosphere) for cooling (which brings up a whole different issue on how they cool in the vacuum of space), then submerging yourself in liquid rock and being surrounded by air at a VERY high temp should result in catostrophic explosion given enough time.
Edited by MeiSooHaityu, 01 August 2013 - 05:48 AM.
#65
Posted 01 August 2013 - 06:45 AM
Budor, on 31 July 2013 - 12:00 AM, said:
bad map: "I am somewhere with rocks n lava and theres 3 heavies and a assault coming from somewhere with more rocks n lava"
I feel the need to correct this for you:
good player: "I am in E7 and theres 3 heavies and an assault coming in from F6."
bad player: "I am somewhere with rocks n lava and theres 3 heavies and a assault coming from somewhere with more rocks n lava"
#66
Posted 01 August 2013 - 07:28 AM
#67
Posted 01 August 2013 - 07:46 AM
#69
Posted 01 August 2013 - 07:49 AM
#70
Posted 01 August 2013 - 08:06 AM
#71
Posted 01 August 2013 - 08:17 AM
#72
Posted 01 August 2013 - 08:23 AM
The terrain does produce some "steel pebbles" in places, and maybe the map is a bit too dark, but if it were lighter, that might mess up the whole mood of the place.
Edited by oldradagast, 01 August 2013 - 08:23 AM.
#73
Posted 01 August 2013 - 09:07 AM
Gulinborsti, on 01 August 2013 - 06:45 AM, said:
good player: "I am in E7 and theres 3 heavies and an assault coming in from F6."
bad player: "I am somewhere with rocks n lava and theres 3 heavies and a assault coming from somewhere with more rocks n lava"
Because putting a grid over a map makes it good? I think you missed the point here.
#74
Posted 01 August 2013 - 09:40 AM
I feel like that problem alone makes it the most frustrating and annoying map in the game.
#75
Posted 01 August 2013 - 09:42 AM
Update:
-Pressing b fails to activate battle map on training grounds.
-Lance members (upper left corner) obscures position coordinates. Requiring you to power down to read them.
-Spawn point bases fail to show on the mini map.
-Access to center through e7, position 4527.0, 3973.3, 477.6 Bridge lip prevents atlas access. (online server) training grounds allows access when traveling at an angle.
-Position 4361.2, 3919.9, 480.0 has a 2 ft rise preventing atlas access, (online server) training grounds allows access when traveling at an angle.
-Position 3939.7, 3957.7, 434.9 prevents atlas from climbing ramp.
Edited by Nooee, 01 August 2013 - 10:40 AM.
#76
Posted 01 August 2013 - 09:43 AM
#77
Posted 01 August 2013 - 09:55 AM
#78
Posted 01 August 2013 - 11:13 AM
THis has been a problem for some time now and finally its just gotten to be too much.
THe scale of the environment would be accurate if the mechs were one quarter the size they are now.
We have what look like mountains , yet they are only 40 feet high, alpine has what looks like 5000 ft mountains yet to scale in game they are 500 feet.
Canyon, um , another horrid example of scale.
The only map that comes somewhat close is cauldron and I suppose tourmaline.
Its beyond belief they released this.. For all those who "think" this looks good, Ill just have to assume you didnt see what a "mod" team and "INDIVIDUALS" could pull off in MWLL.
I have to believe that there isnt one competent pilot on the whole dev team. THeres no way you could "play" this map and think it was good, or fun or anything.
#79
Posted 01 August 2013 - 11:18 AM

#80
Posted 01 August 2013 - 11:38 AM
mekabuser, on 01 August 2013 - 11:13 AM, said:
THis has been a problem for some time now and finally its just gotten to be too much.
THe scale of the environment would be accurate if the mechs were one quarter the size they are now.
We have what look like mountains , yet they are only 40 feet high, alpine has what looks like 5000 ft mountains yet to scale in game they are 500 feet.
Canyon, um , another horrid example of scale.
The only map that comes somewhat close is cauldron and I suppose tourmaline.
Its beyond belief they released this.. For all those who "think" this looks good, Ill just have to assume you didnt see what a "mod" team and "INDIVIDUALS" could pull off in MWLL.
I have to believe that there isnt one competent pilot on the whole dev team. THeres no way you could "play" this map and think it was good, or fun or anything.
Made in China, comes to mind.
Sorry PGI, love this game but the scale issues do irk me.
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