Am I the only one who noticed that PGI added two big barriers just as you walk into the center on the map. I think this will probably be a good change, and will at least give people entering the center some cover.
Terra Therma Center On Assault
Started by Charons Little Helper, Oct 08 2013 06:25 PM
26 replies to this topic
#21
Posted 18 October 2013 - 11:22 AM
#22
Posted 18 October 2013 - 01:51 PM
At the beginning, even the first team to arrive at the center hasn't "set up its defense" there yet. They are all just walking in one by one (or two by two if not stupid). There is still time to charge because they can't focus fire on so many mechs.
The problem are the people going to the center and not charging in: they hinder the rest of their team (usually all of them) who are right behind them, receive friendly fire, etc.. Then the circling on the bridge begins, some fall down, some do nothing, some deal some more friendly fire. Then some start flanking the center what usually leads to the whole team following them - if everyone flanks, noone is flanking anymore. After a minute or so the "flank" arrives at the center again but NOW the enemy defense is set up - and again the team gets stuck in the entrance but that really doesn't matter as the map is already lost.
First seven to nine mechs should charge the center, the rest should go for a flank right away - but this only happens if I play with my buddies.
Offtopic:
Best thing I ever saw in this map was one enemy spider jumping out of the center at the beginning and 11 - eleven, ELEVEN - of my teammates (all on the bridge or close) turn around and try to hunt it - was one of the shortest matches on this map I ever watched
The problem are the people going to the center and not charging in: they hinder the rest of their team (usually all of them) who are right behind them, receive friendly fire, etc.. Then the circling on the bridge begins, some fall down, some do nothing, some deal some more friendly fire. Then some start flanking the center what usually leads to the whole team following them - if everyone flanks, noone is flanking anymore. After a minute or so the "flank" arrives at the center again but NOW the enemy defense is set up - and again the team gets stuck in the entrance but that really doesn't matter as the map is already lost.
First seven to nine mechs should charge the center, the rest should go for a flank right away - but this only happens if I play with my buddies.
Offtopic:
Best thing I ever saw in this map was one enemy spider jumping out of the center at the beginning and 11 - eleven, ELEVEN - of my teammates (all on the bridge or close) turn around and try to hunt it - was one of the shortest matches on this map I ever watched
Edited by Neograf, 18 October 2013 - 01:54 PM.
#23
Posted 19 October 2013 - 11:51 AM
Assault pilots turning around FROM THE FRONTLINE to chase Spiders needs its own thread actually. Its ridiculous...
#24
Posted 20 October 2013 - 07:19 PM
Biff Thundernutz Radness, on 08 October 2013 - 06:43 PM, said:
Charon. I agree with you. I do not understand why, in spite of horrible losses,people decide to charge the defended center. It never works...NEVER!
I just posted this to tell you your name is Awesome.
Also, this map isnt that bad. It is true, many times your pug team will hump each other in the doorway. I just urge them to go in. I usually join the 4 or 5 that went around to flank. It does work, if you flank the right direction, because the enemy will go in if your doesnt. And then you can come up the ramp behind them, or to the side of them and usually that ends up splitting up their focus fire. If your puggies arent retahded, they will notcie where you are and pincer whoever is between, resulting in advantage.
But, a lot depends on awareness of your team, but thats like the whole game in PUGS. overall, I have had some really annoying and really fun matches on Terra. So it's fine IMO. Might get a boost to it when other game modes show up too, it is a big map.
#25
Posted 21 October 2013 - 06:34 AM
Sarthax, on 11 October 2013 - 08:48 AM, said:
Because this map is so spread out and horrible to navigate around all the little mini mountains. The increased heat drags out battles because everyone is holding back. Lack of good cover anywhere makes it a poptart map or you all just duke it out in valleys. I'd rather just slug it out in the center to end the game and get it over with and move on to a better map that's more enjoyable.
This, the layout of a map just makes every time Terra comes up a chore to even play. Almost rather just get it over with.
#26
Posted 21 October 2013 - 12:58 PM
PUSH! PUSH! PUSH!
It's not the map that bothers me but the people that refuse to push the center. Time after time I see the stream of players running up the hill, just about to press into the center, stop, then start to backup. This causes all of the people behind them to stop and it becomes a huge bottleneck! Then everyone waffles about for 10 minutes trying to go around the edge. BOOORRRINGGGG....
If everyone were to press in (regardless if the other team is pressing too) you are either going to have an epic battle or take over the center. Also the more people that press, the more their damage is spread out among team mates ( more then one person taking it all)
Please man up and push.
It's not the map that bothers me but the people that refuse to push the center. Time after time I see the stream of players running up the hill, just about to press into the center, stop, then start to backup. This causes all of the people behind them to stop and it becomes a huge bottleneck! Then everyone waffles about for 10 minutes trying to go around the edge. BOOORRRINGGGG....
If everyone were to press in (regardless if the other team is pressing too) you are either going to have an epic battle or take over the center. Also the more people that press, the more their damage is spread out among team mates ( more then one person taking it all)
Please man up and push.
#27
Posted 23 October 2013 - 04:06 AM
Terra Therma is a nice map and for some strange reason i got my best stats on it.
There is only one strategy: Control the center. Who controls the center wins most of the time.
Why?
TT is as many posters before said open and claustrophic at the same time. Staying outside means you actually can move around the volcano in two directions. Done.
Usually these things happen now:
1. The sheep pile up. Slow Mechs of your team blocking each other or standing around cowardly doing nothing. Doing nothing gets you killed.
2. If the pile consists of lighter Mechs they usually scatter. The freedom of mobility under the pressure of only two choices (left around/right around) makes them do stupid things like aimlessly running around trying to flank sh*t solo. Sometimes they run off to cap.
3. One of those "tactics" actually works out. It IS possible to amass an amount of critical firepower at one spot and some teams just really want to know it and walk one by one into the blob.
4. Some Spiders cap. Wow...
As many people don't regard those things as fun, there is a trick to make the map fun AND reliable.
If you get the volcano, you have exits everywhere. You can react to anything happening on the map, you can leave through any exit you need to. Getting back to base, flanking, pushing straight to their cap, whatever.
The center of a circle features the shortest distance to all of its points around.
To claim the center a whole team needs to push asap. Everyone has to run in no matter the weight class.
The team which hesitates will lose the center.
In order to get in it's important not to get stuck at the exits.
The team which stops and piles up at the exits will lose the center.
And here something people tend to forget. If you wanna get the center, you 'may' have to fight for it.
Fighting in the center is a fight without a lot of cover under searing heat. Each shot counts, they have to hit and you better bring some cool-shots if you wanna run dual ER-PPC and Laserboats. So many players run their mechs slow and heat-inefficient. This is a no go in an actual 'fight'.
Also it's not possible for a whole team to play the flanking and fire-suppport role, for some reason everyone wants to be the flanking ninja.
On Terra Therma you have to get in, most propably get hit, sustain fire and prove your shooting (and mech-building) skills.
The team which hits sh*t (and is able to sustain sh*t-hitting for more than 20 secs) will win the fight for the volcano which will ultimately lead to kills and a better tactical position.
Now people complain about only one effective way to play a map. True that, but it's Mech Warrior. Why not play a shootout once in a while? Some people play this game in a World of Tanks manner. Hiding and alphastrike.
To win this map, you need to brawl. You are forced to. Awesome.
You need to be brave, you need to use psychology, get in and make them wet their pants. Lay down suppression fire, shoot some untargeted LRMs or AC2/5 shells at their blobs on the exits. Push so f-in brutally! People get afraid, people retreat. think about the rules above.
This is a totally different experience than Capwar Canyon or Alpine Peaks moose hunting.
Get your sht together, throw yourself into the crucible and let a big*ss gunfight sort the wheat from the chaff!
There is only one strategy: Control the center. Who controls the center wins most of the time.
Why?
TT is as many posters before said open and claustrophic at the same time. Staying outside means you actually can move around the volcano in two directions. Done.
Usually these things happen now:
1. The sheep pile up. Slow Mechs of your team blocking each other or standing around cowardly doing nothing. Doing nothing gets you killed.
2. If the pile consists of lighter Mechs they usually scatter. The freedom of mobility under the pressure of only two choices (left around/right around) makes them do stupid things like aimlessly running around trying to flank sh*t solo. Sometimes they run off to cap.
3. One of those "tactics" actually works out. It IS possible to amass an amount of critical firepower at one spot and some teams just really want to know it and walk one by one into the blob.
4. Some Spiders cap. Wow...
As many people don't regard those things as fun, there is a trick to make the map fun AND reliable.
If you get the volcano, you have exits everywhere. You can react to anything happening on the map, you can leave through any exit you need to. Getting back to base, flanking, pushing straight to their cap, whatever.
The center of a circle features the shortest distance to all of its points around.
To claim the center a whole team needs to push asap. Everyone has to run in no matter the weight class.
The team which hesitates will lose the center.
In order to get in it's important not to get stuck at the exits.
The team which stops and piles up at the exits will lose the center.
And here something people tend to forget. If you wanna get the center, you 'may' have to fight for it.
Fighting in the center is a fight without a lot of cover under searing heat. Each shot counts, they have to hit and you better bring some cool-shots if you wanna run dual ER-PPC and Laserboats. So many players run their mechs slow and heat-inefficient. This is a no go in an actual 'fight'.
Also it's not possible for a whole team to play the flanking and fire-suppport role, for some reason everyone wants to be the flanking ninja.
On Terra Therma you have to get in, most propably get hit, sustain fire and prove your shooting (and mech-building) skills.
The team which hits sh*t (and is able to sustain sh*t-hitting for more than 20 secs) will win the fight for the volcano which will ultimately lead to kills and a better tactical position.
Now people complain about only one effective way to play a map. True that, but it's Mech Warrior. Why not play a shootout once in a while? Some people play this game in a World of Tanks manner. Hiding and alphastrike.
To win this map, you need to brawl. You are forced to. Awesome.
You need to be brave, you need to use psychology, get in and make them wet their pants. Lay down suppression fire, shoot some untargeted LRMs or AC2/5 shells at their blobs on the exits. Push so f-in brutally! People get afraid, people retreat. think about the rules above.
This is a totally different experience than Capwar Canyon or Alpine Peaks moose hunting.
Get your sht together, throw yourself into the crucible and let a big*ss gunfight sort the wheat from the chaff!
Edited by Schmandwerk, 09 November 2013 - 09:32 AM.
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