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Terra Therma


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#21 Nubsternator

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Posted 11 August 2013 - 03:58 AM

View PostLarius, on 10 August 2013 - 12:11 AM, said:

Congratulations OP, you just met the first person that likes this map - me! The point of having many maps is variety, not only in scenery but in also gameplay. Yes we need more maps that are very bad for slow heavy mechs with sniper weapons. Just like we need other kinds as well that are designed for other playstyles. There should never be a mech or build that's good for all scenarios, take risks and when you end up on map that doesn't favor your selection - learn, adapt and overcome.

The big problem for this map is that it doesn't favor ANY mech. If fights happen, even my Cicada has a hard time getting around to flank before half my team is dead. The only way that doesn't happen is if both teams poptart the middle ground so that means half their team sees me and open fire on me. In a map like River City, you get the time to maneuver around and contribute. This map doesn't support anything like that.

#22 Firewuff

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Posted 11 August 2013 - 05:42 AM

love this map. just saw one of the biggest firballs of a fight ever with about 6 lights a side..... the heavies stood bak and stayed ou of it because ther were laser flying everywhere.

#23 Chrithu

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Posted 15 August 2013 - 08:59 AM

Ok so after playing a good amount of matches on it I have to vent.

First off: That spawnpoint in C9 behind those boxes that get's you stuck and just ***** up your movement on the whole map? How could that **** pass QA?? How many matches did you play? 2? Just remove that spawnpoint and do nasty things to the mapper that paced it there.

For Assault mode that map is just nightmare. You just lose the match if the other team decides to go around the edge of the map and cap. Only failsafe strategy: Stay at base. If both teams do that: Boring match. Hey I am all for pushing forward the meaning of scouts. But you'd need a lot of scouts to effectively cover the whole map.

Then the lighting: No matter what vision mode you're in you can't see other mechs more than 200m away if the targeting computer wouldn't put those nice boxes around them. Total fail on playability no matter how nice it looks.

If I had any say I'd vote for removing the map again alltogether and putting it back to the drawing board. I like it even less than river city. Make more great maps like tourmaline desert and canon network.

Edited by Jason Parker, 15 August 2013 - 09:00 AM.


#24 Velixo

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Posted 19 August 2013 - 04:38 PM

I like it.

http://www.qqmercs.com/?p=3145

;)

Edited by Velixo, 19 August 2013 - 04:38 PM.


#25 LordDante

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Posted 19 August 2013 - 10:05 PM

fix the spawnpoint crate issue THAT sucks balls the rest is great ! no other map FORCES u to use teamtactiks like this.

#26 Brkojle

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Posted 19 August 2013 - 10:46 PM

worst map ever. designer should be fired. map testers should be fired too.
playable only with medium mechs and bigger. lights cant move downslope without constant drops in speed.

Guys, this map needs some serious "ironing" and re-making. Why would anyone anyway release a half-finish map? Just to stress already pissed population? Once again, shame on you PGI.

#27 Velixo

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Posted 20 August 2013 - 04:37 AM

View PostLordDante, on 19 August 2013 - 10:05 PM, said:

fix the spawnpoint crate issue THAT sucks balls the rest is great ! no other map FORCES u to use teamtactiks like this.


Is the crate issue really that huge? I can just reverse out of it, no problem.

#28 Hexenhammer

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Posted 20 August 2013 - 04:55 AM

Hate to say it but terra therma is growing on me. The mount doom and the platform of death defies the laws of logic but then again we are in big stompy robots that are able to walk without falling over. Still the ring of death is wide enough to maneuver around but narrow enough to be dangerous.


Now if PGI could just fix the terrain so I'm not slowing down while going down hill.





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