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Terra Therma


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#1 ThePhil

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Posted 09 August 2013 - 09:29 PM

Its clear that you guys spent a lot of time and resources on the development of this map. It's gorgeous. I love the particle effects with the little whirling ember tornadoes, lots of nice little graphics touches.

It just isn't fun to play.

It was clearly (at least to me) designed to emphasize light and medium combat and maneuvering. Heavies and Assaults are a burden to the team unless they are kitted specifically for the map with larger engines and less firepower. Much of the terrain grades are too steep to be easily traversible when repositioning a lance, or even a single mech, without taking them out of the fight for such a length of time that the fight they were moving to flank or join has either moved or ended by the time they arrive.

In the canyons sight lines are narrow and can result in several mechs stacked up behind one another with only the front one or two able to fire safely without risk of damaging a teammate. This wouldn't be such an issue if the terrain were more navigable or the obstacles (mountains) smaller.

These two things together encourage the single giant furball fight which I thought the designers were trying to avoid. Dynamic movement during fights with lances strategically moving in and out of combat is what makes maps like River City and Forest Colony fun to play.

Edited by Egomane, 10 August 2013 - 12:11 AM.
CoC violation


#2 Eglar

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Posted 09 August 2013 - 11:50 PM

I think I've not encountered one single person, who liked this map. On Assault mode, Terra Therma is the only map where I've seen PUG teams deciding to camp at the base and let the other team walk all the way.

Last night I've had a match where both teams camped their bases and the match ended 1:0 because one of the scouts died.

#3 Modo44

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Posted 09 August 2013 - 11:52 PM

You don't play much Conquest, do you? The map is fine once you take your time to learn the routes.

#4 Eglar

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Posted 09 August 2013 - 11:56 PM

View PostModo44, on 09 August 2013 - 11:52 PM, said:

You don't play much Conquest, do you? The map is fine once you take your time to learn the routes.

I do, as many as I play assault. I am especially pointing out an issue with Assault mode. Is there a problem with that?

#5 Modo44

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Posted 09 August 2013 - 11:58 PM

The problem is, I see just as many people who say they like the map, so "not encoutering anyone who likes is" is either uninformed, or plain trolling.

#6 Caswallon

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Posted 10 August 2013 - 12:10 AM

View PostModo44, on 09 August 2013 - 11:58 PM, said:

The problem is, I see just as many people who say they like the map, so "not encoutering anyone who likes is" is either uninformed, or plain trolling.

No its his experience just as yours you say is that you have found folks that like it.

I play lights by preference all the time and detest this map on either mode. A typical match on conquest is me and any other lights go off into the hinterlands to cap occasionally duelling our opposite numbers coming the other way. The heavier team mates all camp or have a battle royal in the crucible. No variations on this are often seen. Oh occasionally you get a double camp or a camp and Looooong walk but those three seem to be it.

So great map; has all of three tactics, by my personal observation. Call me a Troll for saying that and you show you are one yourself!

#7 Larius

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Posted 10 August 2013 - 12:11 AM

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.

#8 Larius

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Posted 10 August 2013 - 12:15 AM

View PostCaswallon, on 10 August 2013 - 12:10 AM, said:

No its his experience just as yours you say is that you have found folks that like it.

I play lights by preference all the time and detest this map on either mode. A typical match on conquest is me and any other lights go off into the hinterlands to cap occasionally duelling our opposite numbers coming the other way. The heavier team mates all camp or have a battle royal in the crucible. No variations on this are often seen. Oh occasionally you get a double camp or a camp and Looooong walk but those three seem to be it.

So great map; has all of three tactics, by my personal observation. Call me a Troll for saying that and you show you are one yourself!

You could say that about any map in the pool right now.

Next time take your light buddies and go kill the slowest enemy heavy mech that's all the way at the back. With 3 lights you should be able to do it before enemies react. Because this map is so big there's a huge gap in distance between mechs that move at 40-50km and 60-80km, abuse that. With so many hills around this is probably the only map on which you can get away with this kind of tactic. It's insanely easy to shake off enemy line of sight in a light, especially if you have jump jets.

Edited by Larius, 10 August 2013 - 12:18 AM.


#9 Eglar

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Posted 10 August 2013 - 05:19 AM

View PostModo44, on 09 August 2013 - 11:58 PM, said:

The problem is, I see just as many people who say they like the map, so "not encoutering anyone who likes is" is either uninformed, or plain trolling.


You're completely missing the point for assault mode and yet make empty statements. I think the issue is that a lot of people go into assault mode wanting to fight rather than to march. You end up with two groups completely missing each other and ending up with capping each others base.(wasn't that one of the reasons why PGI decided to increase the capping timer?) Speaking of that, usually the folks from upper starting position can reach the middle (theta/vulcano/crater) faster because the lower starting camp folks have to circle around a mountain to get there.

I can only speak from my personal experience and in my experience, this map is disappointing for many.

And than again you could call me trolling or being uninformed, well I'd just say the same about you.

Edited by Eglar, 10 August 2013 - 05:32 AM.


#10 Elder Thorn

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Posted 10 August 2013 - 05:52 AM

those cables block off shots of massive weaponry. Thats idiotic. The same with street lights on River City. You can't hit enemys because they take cover behind a ******* street light. That needs to stop, soon.

#11 Corvus Antaka

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Posted 10 August 2013 - 08:11 AM

View PostEglar, on 09 August 2013 - 11:50 PM, said:

I think I've not encountered one single person, who liked this map. On Assault mode, Terra Therma is the only map where I've seen PUG teams deciding to camp at the base and let the other team walk all the way.

Last night I've had a match where both teams camped their bases and the match ended 1:0 because one of the scouts died.


I like the map :)

#12 Thimble

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Posted 10 August 2013 - 10:53 AM

I dislike the map. Mainly because it takes too long to get around (even in a light or medium).

It usually ends with everyone from Team A looking for the single guy left from Team B for about 5 minutes. Running around trying to finish a match that has already been won is not my idea of fun.

Edit: New game modes if we ever get any could go a long way in saving this map...

Edited by Thimble, 10 August 2013 - 10:56 AM.


#13 Sable Phoenix

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Posted 10 August 2013 - 12:33 PM

I loathe Terra Therma, it is easily the worst, most boring, most frustrating map in the game right now. I join a match to fight other mechs, not spend ten minutes trying to pick a navigable route across the map to where the other mechs might be. Please implement some way to choose a map rotation; I would strip Terra Therma out of mine in a heartbeat.

#14 Rippthrough

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Posted 10 August 2013 - 05:24 PM

I love it. Proper ambush territory without a single set route like every other map.

#15 RoboPatton

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Posted 10 August 2013 - 09:45 PM

I like it better now with 12 man, but that whole walk is a bore-fest.

#16 Rekkless

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Posted 10 August 2013 - 10:17 PM

i hate this map, it takes every bit of willpower not to just quit and relaunch with a different map when it loads in

#17 Rekkless

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Posted 10 August 2013 - 10:21 PM

why does this map load so much more frequently than others? isn't it supposed to be random.... if i only had to suffer through it 10% of the time it wouldn't be as nauseating

#18 Vermaxx

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Posted 11 August 2013 - 12:05 AM

The map has terrible movement glitch locations which then cause you to feel like you're walking through quicksand the rest of the match. The map has too many gradients that might not have been so bad before the movement edit - far more than Alpine. The map is huge, but a lot of the space is wasted due to the gradients. The lava doesn't absolutely screw anyone who steps into it, like it probably should. Lastly, it is so situational that it will not be very useful in Community Warfare, because it will be hard to claim that every planet has an active volcano-slash-mining-site.

They need to be building a glut, you heard me A GLUT, of new maps that either give them several-maps-per-planet-type...or a bunch of relatively generic maps that can cycle on all battle planets in CW to increase variety. Terra Therma is too setting-specific to help much as a generic map, and they don't have a lot of other maps it would logically fit with in a battle planet.

In other words, it looks pretty in beta, and might have placated some people in beta, but does little for release and the game mode that will save or ruin this game.

#19 Caswallon

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Posted 11 August 2013 - 03:15 AM

View PostLarius, on 10 August 2013 - 12:15 AM, said:

Next time take your light buddies and go kill the slowest enemy heavy mech that's all the way at the back. With 3 lights you should be able to do it before enemies react. Because this map is so big there's a huge gap in distance between mechs that move at 40-50km and 60-80km, abuse that. With so many hills around this is probably the only map on which you can get away with this kind of tactic. It's insanely easy to shake off enemy line of sight in a light, especially if you have jump jets.


Very true, and I look forward to the point when I can get back in a Light wolfpack and do this kinda thing. Not sure why but in my time zone I rarely end up with more than 1 light on my PUGS. Next time I'll see if I can whip this up on a Voice com first and try it. Thanks!

#20 Masterrix

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Posted 11 August 2013 - 03:35 AM

Terra Therma is an "eye blender", nothing more

the gameplay is boring

- 90 % of all matches are ending up in lemming-train behavior

- there is much more base-swapping than on every other map, because the lemming-trains are missing each other very often

- this makes Terra Thema to a back-dooring map

- and because its oversized, no one inside your lemming-train feels responsible to go back to base to uncap





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