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Feedback For Terra Therma


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#21 Veranova

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Posted 19 September 2013 - 06:35 PM

In 8v8 I hated Terra, because it was too big.
But in 12v12 it's perfect, and it's one of the most tactical maps in the game.

River City/Forest Colony = Are they going left? yes/no? Move as appropriate. Done.
Frozen City = They're behind the ridge, find a way to attack.

Terra Therma = Push up to the caldera and take ownership if possible, first one in gets the initial advantage.
Next either a fight ensues, or we find the enemy has flanked us. Usually both because of 12 mechs trying to come through a funnel.
Need to get your team out of a fix at this point? Well the routes are complicated enough to wind round and flank the enemy without being noticed.
And that's just ONE of the common situations I see with many other tactical offshoots thanks to the maps design. Imagine if you don't even push up to the caldera?!

Hypothesis = People hate Terra because you have to think about lots of things.
Am I overheating? Can we hold off the enemy here? Are they flanking us? Is there a cue of enemies behind the front 3 or are they elsewhere about to pull a big tactical manoeuvre?

You don't get any of this on the older simpler maps. And almost every game requires a different set of manoeuvres for me. However the others are all rather formulaic and repetetive.

Edited by Veranova, 19 September 2013 - 06:36 PM.


#22 malfnuction

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Posted 19 September 2013 - 08:48 PM

TT blows

#23 Skunk Wolf

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Posted 20 September 2013 - 06:00 AM

Some people don't like big maps. Their <48 kph assault mechs get separated from all the others, so they can't effectively hide behind a hill and snipe.

#24 NRP

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Posted 20 September 2013 - 08:26 AM

I see more people disconnecting when this map comes up than any other.

Edited by NRP, 20 September 2013 - 08:27 AM.


#25 TB Freelancer

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Posted 20 September 2013 - 09:22 AM

View PostNRP, on 20 September 2013 - 08:26 AM, said:

I see more people disconnecting when this map comes up than any other.


I see disconnects in all maps, but TT is the ONLY map I've ever seen people say "Sorry guys." and disconnect making it absolutely clear they were intentionally disconnecting because of the map.

I like the idea of the map, but the implementation completely sucks.

#26 Billygoat

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Posted 21 September 2013 - 12:12 AM

I really want to see a variant of this map where the middle crater is completely inaccessible. Like it's been locked up or it's erupted and there's no way into it anymore. Any excuse as long as its closed.

That way maybe we can see how this would play out when I don't have to yell "PUSH OR RETREAT BUT DON'T JUST STAND THERE" because everyone has bunched up in the entrance and is letting themselves get picked off one by one by a Stalker.

#27 C E Dwyer

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Posted 21 September 2013 - 12:49 AM

I like Terra Therma, it hard to play in, there are choke points it takes intelligence to play the map, there are lots of sneaky places for the lights to hide in, its very three dimentional.

Basically it takes more than good hand to eye co-ordination and a high end pc to do well on this map.

It takes Tactical awareness, and good battle field skill to play well on it, and that I think is the main reason its disliked.

View PostBillygoat, on 21 September 2013 - 12:12 AM, said:

I really want to see a variant of this map where the middle crater is completely inaccessible. Like it's been locked up or it's erupted and there's no way into it anymore. Any excuse as long as its closed.

That way maybe we can see how this would play out when I don't have to yell "PUSH OR RETREAT BUT DON'T JUST STAND THERE" because everyone has bunched up in the entrance and is letting themselves get picked off one by one by a Stalker.


lol any mech that has more than srms and medium missiles you mean, not just stalkers. Thats not the maps fault its just dumb people doing dumb things, then blaming the map

View PostTB Freelancer, on 20 September 2013 - 09:22 AM, said:


I see disconnects in all maps, but TT is the ONLY map I've ever seen people say "Sorry guys." and disconnect making it absolutely clear they were intentionally disconnecting because of the map.

I like the idea of the map, but the implementation completely sucks.



Well disconnecting can now get your account reviewed leading to a possible ban if its thought to be deliberate (was added to the be nice/playfair rules PGI added to the game the day before launch) so people won't be saying bye bye anymore

#28 Appogee

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Posted 21 September 2013 - 12:56 AM

View PostCathy, on 21 September 2013 - 12:49 AM, said:

so people won't be saying bye bye anymore

They'll be saying ''bye bye'' ... just for longer than they planned ;) .

#29 Funkadelic Mayhem

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Posted 21 September 2013 - 07:12 AM

Esc... quit match...

#30 Arnold J Rimmer

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Posted 21 September 2013 - 09:43 AM

View PostFunkadelic Mayhem, on 21 September 2013 - 07:12 AM, said:

Esc... quit match...

... get banned...

#31 Deathsani

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Posted 21 September 2013 - 04:04 PM

It takes a lot of self control to play this map. Pugging is miserable, every single game of it. Everyone goes up to the crater in a long line of sacrificial lambs to stand in the entrance trading stupidity and ordinance with the jokers on the other side. I love the idea of strategy, I adore unique tactics and clever workarounds but everyone seems to leave their brains at the spawn point on this map.

I have never quit, but even when you win on this map it feels like you won a coin toss rather than a strategic mech simulator.

#32 Oppi

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Posted 22 September 2013 - 04:02 AM

I run Victors and I love the map :)

#33 Blackbass

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Posted 23 September 2013 - 01:45 PM

The map has potential but...... What i don't like is when your team bottlenecks at the entrance of the volcano getting picked off one by one. IMO you either have to all rush in or not go there period. If your the first one there on your team your as good as dead, no backing out of the way of fire because you have 11 other teamates blocking your retreat. I like to flank left or right depending on the starting side but hardly can get more than one to come with. Most players play the 1% of the map and never see the other 99%. (This is playing assualt of course). Playing conquest alot of players actually see the other parts of the map (this is of course after half your team has been killed trying to get the center objective). I always say let the other team have center, we can get it later, but with a PUG no one seems to care.

#34 Kreytose

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Posted 24 September 2013 - 03:51 PM

Instead of penalizing and punishing players who hate and refuse to play this map, it would be better for all if they allow us to refuse certain maps. in EVERY online MMO/Game that I can think of, where players PVP, they CHOOSE the matches/battlefields/scenarios that they wish to participate in. Allow us the choice to choose what maps we wish or do not wish to participate in. Otherwise you are guaranteeing disconnects and players leaving for other games.





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