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Terra Therma - Mechcapper Online


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#1 Abaddonis

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Posted 03 August 2013 - 08:40 PM

This map completely defeats the purpose of this game. Forget about smashing giant robots together in a ballet of missiles, lasers and autocannon fire. Let's just run around one another and sit at the other guys base. GREAT CONCEPT and really fun gameplay. Why the **** does my mech have weapons again?

#2 Khobai

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Posted 03 August 2013 - 11:34 PM

Its the shi tty game modes not the map.

#3 Sephlock

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Posted 03 August 2013 - 11:34 PM

View PostAbaddonis, on 03 August 2013 - 08:40 PM, said:

This map completely defeats the purpose of this game. Forget about smashing giant robots together in a ballet of missiles, lasers and autocannon fire. Let's just run around one another and sit at the other guys base. GREAT CONCEPT and really fun gameplay. Why the **** does my mech have weapons again?
So you can throw battletech raves at the start of every match.

WAVE THOSE ARM LASERS! WAVE THEM!

#4 Plonky

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Posted 04 August 2013 - 03:34 AM

With maps of this size, they need to implement respawning, with the ability to respawn to any point you've captured - longer respawn times for heavier mechs, but you can chose one of four to respawn as every time you die.

Then each team could have a base they have to protect. So you can move forward and take capture points, and they give you an advantage when attacking the enemy (because you'll respawn closer to the enemy base). But you still have to defend your home base because it is the main objective.

You could have watch towers on the map that spot enemy mechs, so that you know if the enemy is moving in a particular direction, but the enemy can destroy the watch towers to get rid of vision.

Maybe you could have base defenses, and special objectives like a big gun, and you can destroy the gun directly or destroy an ammo dump nearby which is less heavily defended - which will make the big gun run out of ammo.

Stuff like that.

#5 Masterrix

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Posted 19 August 2013 - 12:45 PM

agree with OP

Terra is an oversized eye-blender

oversized maps dont work if u just have 1 hot-spot to go for

there are always lemming trains.....and cappers bypassing the lemming trains much to easy

and it makes no difference if the lemming train has 8 or 12 players, a lemming train is a lemming train and 90% of the map are out of interest

and because no one inside your lemming train wants to walk back 2 minutes to base, capping ends always as a gg

this map shows greately that the devs dont understand their own game and the behavior of random teams

Edited by Masterrix, 19 August 2013 - 12:46 PM.


#6 Zakie Chan

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Posted 19 August 2013 - 01:58 PM

Increase timer on a per map basis. Also reduce cap time in conquest by 75% and double max point values.

Having varying spawn/base locations would be amazing too. Would help change map dynamics and make it so scouting is important, while also preventing players from blindly rushing cap.

Terra Therma could support multiple spawns quite easily. Small maps need to be opened up for 12 mans anyway, during the redesign shape terrain to allow for multiple spawn points. There is too much real estate on most maps that never see mech traffic.

#7 Hammerfinn

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Posted 19 August 2013 - 02:08 PM

What an original and compelling argument.

We have a combo of anti-cap and anti-Terra.

Refreshing view.

If you're having trouble, maybe you should reconsider your build or your playstyle. Terra is unforgiving to loose tactics.

#8 Drasari

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Posted 19 August 2013 - 02:47 PM

We need more game modes because the other two don't work very well on TT.

#9 Stardancer01

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Posted 20 August 2013 - 02:42 AM

The team that goes through the magma chamber middle and captures, wins. The team that tries not to fight by going round the edge for 1/2 hour to capture, loses. The map encourages meeting in the middle and fighting.

Edited by Stardancer01, 20 August 2013 - 02:42 AM.






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