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Feedback For Terra Therma
#1
Posted 13 September 2013 - 02:58 PM
Its ******* terrible.
Stop making unplayable maps that look cool and make maps for mechwarrior we can actually play on.
#2
Posted 13 September 2013 - 03:01 PM
#3
Posted 13 September 2013 - 03:08 PM
#4
Posted 14 September 2013 - 03:04 AM
#5
Posted 14 September 2013 - 03:28 PM
Edited by vazelin, 14 September 2013 - 03:29 PM.
#6
Posted 14 September 2013 - 03:56 PM
Mostly I run Awesomes (lol, yeah) And with my 9M, which goes over 80 km/h, Terra offers some unique gameplay that simply cant happen on other maps.
Having said that, many things can go wrong on Terra, mostly for assault or heavy players. People clogging an entrance to Theta and then getting hit by friendlies with nowhere to run is always a blast. Or getting base capped when your half way across the map and in an atlas, but thats something you should always be keeping in the back of your head anyways.
Terra is a good map though. I'm just glad they didnt do something silly like Alpine Peaks night or just rehashing up an old map.
#7
Posted 14 September 2013 - 05:02 PM
#8
Posted 15 September 2013 - 01:22 AM
seriously though, it's like two out of three games is TT. and if not TT, it's the ****** caldera, or ******** Cryatal-surface-of-the-sun. C'mon guys. it's a million degrees outside for realsies, i don't want to see MORE skin boiling weather in games.
and out of the last 20 games i have played, not one on Alpine. I know a lot of people hate it, but Alpine is awesome.
also, on a side note, can my mech please stop stubbing it's toes on EVERYTHING? can that be a thing that happens?
#9
Posted 15 September 2013 - 04:27 AM
Hellcat420, on 13 September 2013 - 03:08 PM, said:
strygalldwir, on 14 September 2013 - 03:04 AM, said:
Hate this map absolutely HATE it. If as was mentioned in the Podcast recently their IS a voting system on what map to drop in I would be VERY interested to see how this one performs. I suspect the haters outnumber the likers.
But then I may be on an Island there.. (Which I notice is also being developed as a map!)
#10
Posted 15 September 2013 - 01:16 PM
#11
Posted 16 September 2013 - 03:10 AM
The 'smart' way to play it is to circle around the center of the volcano and try to flank, but if both teams do this you wind up with large elements of both teams spending the first 4-5 minutes of the match running around not doing anything. More than once I've had games end in zero damage races to base cap.
At least if both teams are 'dumb' and rush the center, it ends mercifully quickly.
It's a slightly better map for conquest than assault, but even a competitive conquest game usually ends with 3-4 mechs on each side circling the map, with little chance of seeing each other as they try and steal bases. Maybe it would work better if they just chopped off the outer third or so of the map and moved the conquest bases closer to the volcano.
But as it is it's horrible, especially if you happen to drop in something that runs <70km/h. I'm willing to play it once in a while, but if I get it three times in a row or four out of five (which happens depressingly often because apparently that's how the game likes to assign maps?) I just apologize to my team and quit.
#12
Posted 16 September 2013 - 08:07 AM
#13
Posted 16 September 2013 - 11:02 AM
having a ridiculously huge map when no one but lights use 90 percent of it. By "use" I mean run around and stand in squares and not fight with their armed battlemech war-machine. (objectives does not help make lights relevant, lights are dangerous in combat and would still see plenty of play in a deathmatch setup.)
focusing all of the ACTUAL combat on tiny chokepoints where the team that takes control of the center of the caldera wins the majority of the time.
an insane amount of terrain that giant mechs will legs cannot walk over as well as cables and poles and chain link fences that can stop giant lasers/missles/autocannons as well as a 50 foot tall atlas dead in its tracks. (this is a monumental problem with every map.)
Its frustrating to spend money on this game so the developers can make it better and add more features and then watch them waste what Ive heard is hundreds of thousands of dollars making terrible terrible maps that only look cool.
#14
Posted 16 September 2013 - 12:33 PM
#15
Posted 16 September 2013 - 02:04 PM
The only things I don't like in it are the adamantium chains at theta and how everything is so huge the mechs look small. Also how silly those bridges look.
#16
Posted 16 September 2013 - 04:16 PM
i honestly dont find alpine bad, in fact it might be my favorite because it puts a good emphasis on team play because of how long it takes to walk you really dont want to miss each other so you always have scouts guiding you to the enemy team. also one strategy i used and won with is i got my team to hide on the cliffs near the high ground base (our base) and shut down and waited for the thing to show up letting us know that our base was being captured. as soon as that happened we turned on and stood on the cliff pelting them with weapons from above and made them run away from the capture point allowing us to trap them in a "bowl" and destroyed them without loosing a single mech. also if they add a attack/defend mode the high ground base in alpine would make a perfect base for it, i also think i like it a lot because it reminds me of old mechwarrior maps that involve open fields and fire-bases like the one on alpine.
EDIT: i put the part about alpine in there because i thought i was posting in the "if you could remove one map and why" sorry it ended up there.
Edited by stinkypuppy, 16 September 2013 - 04:22 PM.
#17
Posted 18 September 2013 - 06:13 AM
It need a tunnel and more high bridge linking mountain'stop. Add some stairs...
Way too chocked in the center and very prompt to race cap.It need more light also.
Its the worst map.
#18
Posted 19 September 2013 - 02:03 PM
It's too dark. It's too big even for 12v12. The terrain is impossibly difficult to navigate at times for mechs w/o JJs. It's too damn hot (seriously PGI, give us a break with the heat penalties already). Bleh.
Edited by NRP, 19 September 2013 - 02:11 PM.
#19
Posted 19 September 2013 - 02:08 PM
When I get this map, it seems there is an unwritten rule or understanding between the players that everyone meets in the middle volcano to duke it out. The might as well have saved themselved a lot of time and just made the center volcano.
I don't know why we can't have a map with mixed terrain. (like some of th eMW4 maps)
#20
Posted 19 September 2013 - 06:11 PM
That said, whichever team gets to the caldera on TT last, loses. It is way too easy to defend compared to how difficult it is to gain entry when you can only come in a lance at a time (two abreast from two entrances) because to split up further risks meeting the enemy blob. That and the fact your pugging fool friends seem keen to help the enemy kill you, with all their over-zealous volleys into your spine... Honestly, the number of times I've had to execute the Gollum Manoeuvre and jump into the lava to escape the fire of my own team beggars belief.
I'd be interested to see the movement/kill/death heatmap for Terra Therma, since I can't seem to find it anywhere on the forum at the moment. I think that three quarters of the activity on the map would draw a direct line between each base and the caldera, with a ring running around that central gantry.
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