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Love Terra Therma


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#41 Farpenoodle

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Posted 02 August 2013 - 01:33 PM

I'm a bit torn on this map. Because it can lead to some really interesting and dynamic fights. Especially in the faster mechs. But the amount of time you spend just stomping around is nuts.

#42 Lostdragon

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Posted 02 August 2013 - 01:44 PM

View PostColonel Pada Vinson, on 02 August 2013 - 01:29 PM, said:



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.


My point is the whole concept of assault mode is stupid. Nobody wants to stay behind and defend the base, it is boring and not fun. If the other team does not try to cap it is also pointless and leaves your team a man down. People don't leave their base vulnerable because they are stupid, they leave it vulnerable because they are trying to make sure they get to enjoy the part of the game that is fun and rewarding (combat).

I am not opposed to a capture mechanic and I get why it is there, I just think the way it works in assault mode is very poorly designed. I would love to see a mode where there is only one base and each side takes turns defending and attacking. That would lead to some great fun.

Edited by Lostdragon, 02 August 2013 - 01:47 PM.


#43 Corvus Antaka

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Posted 02 August 2013 - 01:45 PM

View PostLostdragon, on 02 August 2013 - 01:44 PM, said:

My point is the whole concept of assault mode is stupid. Nobody wants to stay behind and defend the base, it is boring and not fun. If the other team does not try to cap it is also pointless and leaves your team a man down. People don't leave their base vulnerable because they are stupid, they leave it vulnerable because they are trying to make sure they get to enjoy



just play conquest then. that's usually what I do..no instant cap wins, and more strategy & force splitting to hold all the nodes. faster mechs are more useful too. untill tonnage limits, it'll have to do.

#44 Braggart

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Posted 02 August 2013 - 01:47 PM

until they add game modes that have more than 1 life. Matches will always come down to either kill the other team, our rush cap the other team.

That is what is holding mwo back from greatness. The lack of any sort of respawns will always cause the game to be about killing.

Think about it. Look at all the games that allow respawns, and how many different kinds of game modes they have. Then look at games and modes that only feature one life.

Not hard to see that respawns add a tactical depth currently not found in the game, and will never be found. It will always been deathmatch until we got modes that allow respawns.

#45 Lostdragon

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Posted 02 August 2013 - 01:55 PM

View PostColonel Pada Vinson, on 02 August 2013 - 01:45 PM, said:



just play conquest then. that's usually what I do..no instant cap wins, and more strategy & force splitting to hold all the nodes. faster mechs are more useful too. untill tonnage limits, it'll have to do.


I have issues with conquest too. I mostly play a JR7-F and there have been several occasions on Alpine and Tourmaline when I have done nothing but run around and cap, never encountering an enemy to fight. But capping is necessary to win and if you are the only light and you don't cap it screws your team so I do it to get the win, even though the rewards are crap and it is not fun.

The bottom line is I love to fight and the two modes we have do not necessarily encourage that. If there was a third mode that required combat objectives to win I would never play the other two.

This forum keeps eating half my posts.

Edited by Lostdragon, 02 August 2013 - 01:58 PM.


#46 KharnZor

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Posted 02 August 2013 - 02:01 PM

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...

Sadly many scrubs players wont be able to understand this.

#47 Braggart

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Posted 02 August 2013 - 02:06 PM

View PostLostdragon, on 02 August 2013 - 01:55 PM, said:

I have issues with conquest too. I mostly play a JR7-F and there have been several occasions on Alpine and Tourmaline when I have done nothing but run around and cap, never encountering an enemy to fight. But capping is necessary to win and if you are the only light and you don't cap it screws your team so I do it to get the win, even though the rewards are crap and it is not fun.

The bottom line is I love to fight and the two modes we have do not necessarily encourage that. If there was a third mode that required combat objectives to win I would never play the other two.

This forum keeps eating half my posts.


The game should have launched as an attack/defend move. Where 1 team has 3 to 4 objectives to defend, then after that round the teams swap position, and the winner is not who got the most kills, but who got the most objectives.

#48 Lostdragon

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Posted 02 August 2013 - 02:15 PM

View PostBraggart, on 02 August 2013 - 02:06 PM, said:


The game should have launched as an attack/defend move. Where 1 team has 3 to 4 objectives to defend, then after that round the teams swap position, and the winner is not who got the most kills, but who got the most objectives.



There was a mode in one of the older games, MW4, I think, where you had to attack/defend a convoy that took random routes around the map. That one was really fun and I'd like to see something like that in MWO.

#49 Unbound Inferno

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Posted 02 August 2013 - 02:20 PM

The only thing needing to be done is two things: rename it to Char, and introduce Zerg Swarms for fodder and a real test of survival!

#50 Bunko

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Posted 02 August 2013 - 02:26 PM

View PostEcrof, on 01 August 2013 - 12:30 PM, said:

It brings me joy that other players get mad that I won by capping.


Agree with you fully... oh wait....

#51 JohnnyWayne

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Posted 02 August 2013 - 03:47 PM

Actually I had always a good fight on it. Its pretty much my favorite right now. And the map with the best w/l (2.0).^^

Edited by JohnnyWayne, 02 August 2013 - 03:47 PM.


#52 Jman5

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Posted 02 August 2013 - 10:08 PM

Oh come on guys, we go through this same song and dance every time a new map comes out. For the first couple weeks no one knows where the hell they are going and they derp around like chickens with their heads cut off. Eventually people get a feel for the map, they find the paths the enemies take, and things settle down as scouting improves.

The derp phase for the previous map, Canyon Network, was softened by the simultaneous release of OP version of Seismic and the fact that it's a tiny map.

Give it some time and you'll see.

Edited by Jman5, 02 August 2013 - 10:10 PM.


#53 R Razor

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Posted 02 August 2013 - 11:38 PM

Screw that abortion of a map...........it's a huge version of the canyon map with some lava and 10 minutes of walking around to either cap or fight. Every step you take there is something slowing your movement down.

I agree with what another poster said elsewhere.........Terra Therma is PGI's way of punishing us for bitching about not getting any new maps.

I hope the designer of that map burned his hands when he drew it.

#54 Keifomofutu

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Posted 03 August 2013 - 07:58 AM

View PostJman5, on 02 August 2013 - 10:08 PM, said:

Oh come on guys, we go through this same song and dance every time a new map comes out. For the first couple weeks no one knows where the hell they are going and they derp around like chickens with their heads cut off. Eventually people get a feel for the map, they find the paths the enemies take, and things settle down as scouting improves.

The derp phase for the previous map, Canyon Network, was softened by the simultaneous release of OP version of Seismic and the fact that it's a tiny map.

Give it some time and you'll see.


Didn't work for alpine.

#55 merryjane

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Posted 03 August 2013 - 10:10 AM

Who is making this game? WHO? Not someone who plays it.

#56 Kidjal

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Posted 04 August 2013 - 03:45 AM

Volcanic theme map. I like it a lot. More map please lol.

#57 Cato Phoenix

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Posted 04 August 2013 - 08:28 AM

I like the map, actually. Lots of alleys and things which means fights are broken up, especially on conquest.

But I do see a lot of capping, maybe people just need to fix their 'run forward as fast as possible' mindset.

#58 General Taskeen

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Posted 04 August 2013 - 08:32 AM

Big Maps work best with respawn type game modes with two uncaptureable bases at each end of the map, where in the middile are the "control zones" where the winner is determined not by how many kills a team gets, but by how well they control their territory/control points. Something like that existed in MW4, while MW:LL expanded the idea of "true conquest" in a Mech Warrior game with "Terrain Control" Game Mode. Games last a lot longer than a measily 15 minutes with more chances to counter-attack to gain control points. I suspect any match longer than 15 minutes is a little too "hardcore" for most Casual players.

Edited by General Taskeen, 04 August 2013 - 08:33 AM.


#59 Flyby215

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Posted 04 August 2013 - 08:39 AM

I really like the map. For once there's a map that's not just "go epsi, they always go epsi" or "ridge-humping". There's actually a thought process and some degree of planning now required. This would be frustrating if every map were like this, but a random match in between Forest Colonies and Frozen/River Cites? Sure! It's all part of the variety.

#60 Roughneck45

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Posted 04 August 2013 - 08:55 AM

Cap warrior's dream come true.

I don't go further than 2 grids from my base on this map.





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