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Love Terra Therma


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#21 Keifomofutu

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Posted 01 August 2013 - 04:22 PM

View PostColonel Pada Vinson, on 01 August 2013 - 01:54 PM, said:

this map gives great matches.

DEFEND YOUR BASE!


Yeah both teams should defend their base simultaneously. OH WAIT...

#22 sumofallwars

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Posted 01 August 2013 - 06:45 PM

Quote

Posted Image


took us 5 mins to get to the other side of the map and cap. we din't even see a single mech (the guy who died d/c)

This map would be great at 12v12 or even 20v20 ( I have a dream) but currently it's just too big.

And is it just me or does this map come up again and again. I have gotten this thing 6 times in a row.

#23 Frink

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Posted 01 August 2013 - 09:27 PM

Yeah this map whilst visually stunning has some pretty major flaws. One is the elevations and mainly the central spire entrances, some of the walkways don't allow an Atlas up, yet visually , they look like a normal walkway that would accommodate them. I didn't take the coordinates down from the last match but there were two walkways that didn't allow me to proceed and I had to turn around. And then as I was going around, across a natural rock formed lava walkway, I got stuck again having to navigate backwards. No twisting or turning would allow me to pass.

That and the sheer size of it with determined paths of travel means that like many have said you can just walk around for 15 minutes and not see another mech.

This won't be an issue when they introduce map filtering so you can filter out this map for anything that's over 85 tons, but for now it looks great, but plays badly.

#24 Zerberoff

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Posted 02 August 2013 - 12:10 AM

Please can we make Maps all flat and plain like in MW1? I also would like to have all buildings, trees and other stuff removed... im ways to lazy to try any kind of tactical movements. The reason why there are Lances within the BT Universe is just to have different colors on the tactical map ... and it would be great if you could drop both bases within 90m range? so i aint need to move anymore aswell.

Seriousely, i only play my Assaults and you can imagine they are kinda slow, i also need a direct line of sight for my 2PPC/Gauss loadouts.
All the time when i drop on large Maps with stuff like Mountains between me and the other team, i loose because of that. I want all the maps made for my builds so i can win all matches with them and dont need to think about more viewable and balanced loadouts.

#25 Takony

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Posted 02 August 2013 - 12:40 AM

Well, I hate this map from the deepest bowels of my dark soul, but base defence actually works.
Instead of walking in darkness for 5-7 minutes, you just camp the ridges/passes near your base, and focus fire the enemy, who, by the time he gets to your base, is - frustrated like hell, -- beelining more or less, mecause of the mech speed differences. Granted, they can just use their 8 assaults walking side by side to completely crush you at times, but still ;).
Also, we needed more maps with dense clouds of 9000+ LRMs incoming.
Night vision is invaluable. I applaud the genius at PGI that thought our eyes are not strained enough, so let's make a map where mechs, no matter how small or big, completely blend into the terrain...

#26 LordDante

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Posted 02 August 2013 - 01:41 AM

the map is great THE PLAYERS SUCK !

#27 ztac

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Posted 02 August 2013 - 02:03 AM

Yep, great map if you like running long distances and winning by cap! If they are not careful they will have a game where the two teams just camp their bases for 15 mins! yeah that will really get lots of new players!

#28 Keifomofutu

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Posted 02 August 2013 - 05:00 AM

View PostLordDante, on 02 August 2013 - 01:41 AM, said:

the map is great THE PLAYERS SUCK !


The map is for the players. Not the other way around.

#29 Kunae

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Posted 02 August 2013 - 05:29 AM

During the 3pv testing, yesterday, cap-speed was greatly slowed... so they may already have something in the works for that.

#30 DaZur

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Posted 02 August 2013 - 05:31 AM

Man... I just love it when folks choose to exacerbate problems instead of solving them. ;)

Don't like speed caps? Someone needs to assume guard duty...
Don't like wandering aimlessly? I dunno, maybe have someone scout....
Don't like base encampment /entrapment? Don't feed the blob-troll and blindlessly pour into a kill-zone...
Find a bug or glitch in the map? Gather the coordinates and report it...

#31 zorak ramone

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Posted 02 August 2013 - 06:06 AM

Terra Therma is just like everything else in MWO: It looks awesome, but the gameplay implementation is deeply flawed.

Seriously: MWO art guys, you're doing a hell of a job on the mechs and maps.

#32 Lostdragon

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Posted 02 August 2013 - 06:44 AM

View PostDaZur, on 02 August 2013 - 05:31 AM, said:

Man... I just love it when folks choose to exacerbate problems instead of solving them. ;)

Don't like speed caps? Someone needs to assume guard duty...
Don't like wandering aimlessly? I dunno, maybe have someone scout....
Don't like base encampment /entrapment? Don't feed the blob-troll and blindlessly pour into a kill-zone...
Find a bug or glitch in the map? Gather the coordinates and report it...


Agree with the second two but the first two are ridiculous. Scouting on a map this big is not fun because it is just wandering aimlessly. Guarding a base on the off chance someone may cap is not fun. Bottom line is people play this game to have fun and when an element of the game is not fun that means someone somewhere made some bad decisions.

#33 tuffy963

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Posted 02 August 2013 - 06:49 AM

View PostColonel Pada Vinson, on 01 August 2013 - 01:54 PM, said:

this map gives great matches.

DEFEND YOUR BASE!


Do you know what happens when both teams take your advice and defend their base.... NOTHING. Or at least nothing interesting.

#34 Corvus Antaka

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Posted 02 August 2013 - 10:51 AM

View Posttuffy963, on 02 August 2013 - 06:49 AM, said:


Do you know what happens when both teams take your advice and defend their base.... NOTHING. Or at least nothing interesting.


well, not everyone has to defend. thats the point of scouts and having a diverse array of mechs afterall.

#35 MyszTrap

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Posted 02 August 2013 - 10:59 AM

I love and hate this map..

Hate it because majority of matches ends up with one side capping out the other without a single shot fired.

Love it because one match, our team decided to defend, with myself in a hunchback, and a friend in a blackjack acting as scounts since we could at least move at 94kms.

When the fighting finally did start, it was us and a heavy that moved up to help doing a fighting retreat back out our team.. best fire fight i have ever had in MWO....

As for the map overall, it is clearly meant for conquest and not assault, that or the Devs really don't understand that teams are mostly going to stay together so they don't die 8vs1.

#36 Lostdragon

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Posted 02 August 2013 - 11:31 AM

View PostColonel Pada Vinson, on 02 August 2013 - 10:51 AM, said:


well, not everyone has to defend. thats the point of scouts and having a diverse array of mechs afterall.


That is all well and good on a map where it is possible to both scout and respond to a base cap. On the new map if you are on the far side of the map and your base is being capped you are not going to be able to respond in time, especially if there is more than one capper. The only alternative is to leave a defender and who is going to volunteer for that crappy job? Two lights can also usually make short work of one defender so where does that leave you?

If you follow this exercise to its logical conclusion the best way to assure victory is to turtle and leave everyone at your base. If both teams do this that is going to be on exciting match.

#37 Angel of Annihilation

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Posted 02 August 2013 - 12:10 PM

View PostXie Belvoule, on 01 August 2013 - 01:10 PM, said:


I don't mind really, we just defend the base with our 4 man lance of PPC/Gauss Highlanders which usually results in an 8-1 or 8-0 win for use. The problem is that you can't leave the cap at all, because unlike other maps, there is just no way to make it back in time to stop a cap.


Unfortunately I have to agree with this. If you leave your base undefended on this map your just begging to be base capped. Otherwise it is an awesome map. This of course leads to the real issue. The base capping mechanic. I have been saying for a while that the current mechanics on base capping suck and needs to be changed. This map just adds an exclaimation point to that subject.

However I am not going to hijack the topic.

As far as the map itself, it is pretty awesome. None of the vision modes work well on this map. Thermal is useless, Nightvision doesn't have enough contrast and normal vision is too dark. This makes it kind of like playing tag blindfolded and battles can easily spontanously errupt where you least expect them too. Also the terrain is very broken and it is easy to get confused or split up if your not careful. Further the fact that the terrain is so broken means that if you do get split up, it isn't easy getting back to each other for support. All in all a pretty exciting map, especially in conquest mode.

Personally I think they need to change the map in Assault to only having one base and make that base dead center in the caldara. That would fix everything.

#38 DaZur

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Posted 02 August 2013 - 12:13 PM

Personally... I like the size.

I've experienced the most enjoyable 1-on-1 or 2-on-1 or 2-on-2 battles that the size of previous maps made impossible...

Yeah, you spend a little more time wandering around but you get an instant rush when you happen upon another solo player and your engage in a battle of attrition... Far more enjoyable than being gang-banged by a 4+ blob that rolfstomps you.

Edited by DaZur, 02 August 2013 - 12:14 PM.


#39 Sprouticus

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Posted 02 August 2013 - 12:40 PM

View PostXie Belvoule, on 01 August 2013 - 01:10 PM, said:


I don't mind really, we just defend the base with our 4 man lance of PPC/Gauss Highlanders which usually results in an 8-1 or 8-0 win for use. The problem is that you can't leave the cap at all, because unlike other maps, there is just no way to make it back in time to stop a cap.



Thanks for letting us all know your strat. We all now just kill your other 4 mechs and win 4-0. Or if you decide to leave after 10 minutes of no one showing up, we will cap you.

Tactics are wonderful, aren't they....

I love this map because it demonstrates the difference between people who can think and people who can't. Sure, after a few weeks a standard strategy will emerge, but for now it is a litmus test for mouth breathers.

View PostViktor Drake, on 02 August 2013 - 12:10 PM, said:


Unfortunately I have to agree with this. If you leave your base undefended on this map your just begging to be base capped. Otherwise it is an awesome map. This of course leads to the real issue. The base capping mechanic. I have been saying for a while that the current mechanics on base capping suck and needs to be changed. This map just adds an exclaimation point to that subject.

However I am not going to hijack the topic.

As far as the map itself, it is pretty awesome. None of the vision modes work well on this map. Thermal is useless, Nightvision doesn't have enough contrast and normal vision is too dark. This makes it kind of like playing tag blindfolded and battles can easily spontanously errupt where you least expect them too. Also the terrain is very broken and it is easy to get confused or split up if your not careful. Further the fact that the terrain is so broken means that if you do get split up, it isn't easy getting back to each other for support. All in all a pretty exciting map, especially in conquest mode.

Personally I think they need to change the map in Assault to only having one base and make that base dead center in the caldara. That would fix everything.



So you want all games to boil down to two teams rushing the middle? How boring is that.

And why is defending your base a BAD thing. This map forces you to think. Forces you to work together and communicate. If you don't, if you blob to the middle, or you don;t scout, you will end up getting capped for stupidity. And you will have deserved it.

Edited by Sprouticus, 02 August 2013 - 12:45 PM.


#40 Corvus Antaka

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Posted 02 August 2013 - 01:29 PM

View PostLostdragon, on 02 August 2013 - 11:31 AM, said:

That is all well and good on a map where it is possible to both scout and respond to a base cap. On the new map if you are on the far side of the map and your base is being capped you are not going to be able to respond in time, especially if there is more than one capper. The only alternative is to leave a defender and who is going to volunteer for that crappy job? Two lights can also usually make short work of one defender so where does that leave you?

If you follow this exercise to its logical conclusion the best way to assure victory is to turtle and leave everyone at your base. If both teams do this that is going to be on exciting match.



if you turtle, its a draw. thats the point. and yes, thats exactly the entire point - that you have to make a choice - assault, or defend, or split your forces.

sorta like in the real world when you gotta leave yur base to attack and leave defenders behind.





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