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Terra Therma Center On Assault


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#1 Charons Little Helper

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Posted 08 October 2013 - 06:25 PM

On Terra Therma - is it just me or on assaults why does everyone just charge the center? Once one team sets up there - it's stupid to charge.

This makes Terra Therma on assault nothing but a race for the center. Therefore, the only smart thing to do once the other team camps the center is to go cap. Just wanted to let everyone know since everyone seems to just charge camped center and die.

Edited by Charons Little Helper, 08 October 2013 - 06:36 PM.


#2 Biff Thundernutz Radness

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Posted 08 October 2013 - 06:43 PM

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!

#3 Biff Thundernutz Radness

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Posted 08 October 2013 - 06:50 PM

Also...get some!

#4 MortVent

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Posted 09 October 2013 - 05:08 PM

I usually get a couple guys to go with me and flank, had a few times where 2 teams went around center while a couple poked their heads up to think we were headed into center...

Much fun that time, mostly the majority goes middle like a bunch of suicidal lemmings

#5 Sarthax

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Posted 11 October 2013 - 08:48 AM

View PostMortVent, on 09 October 2013 - 05:08 PM, said:

I usually get a couple guys to go with me and flank, had a few times where 2 teams went around center while a couple poked their heads up to think we were headed into center...

Much fun that time, mostly the majority goes middle like a bunch of suicidal lemmings



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.

#6 Kiritumi

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Posted 11 October 2013 - 08:49 AM

You cant stop cows from mooing? :: shrug ::

#7 Ruccus

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Posted 14 October 2013 - 11:54 AM

Yes, I think everyone just wants to get that map over as quickly as possible so they can go on to a better map, and the quickest way is to run to the center and keep firing until there's only one team left.

#8 Aegic

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Posted 14 October 2013 - 12:17 PM

View PostBiff 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!


Center has worked on occasion for me.

#9 PlzDie

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Posted 14 October 2013 - 12:39 PM

View PostCharons Little Helper, on 08 October 2013 - 06:25 PM, said:

On Terra Therma - is it just me or on assaults why does everyone just charge the center? Once one team sets up there - it's stupid to charge.

This makes Terra Therma on assault nothing but a race for the center. Therefore, the only smart thing to do once the other team camps the center is to go cap. Just wanted to let everyone know since everyone seems to just charge camped center and die.

For the same reason people peek over hills, get shot back up, peek over again, get shot back up, peek again and die. They think that this time it will be different, it rarely is.
Only way center works is, if you are there first and set up or if get there second and still want to give it a go, everybody piles in without stopping and start shooting at targets focusing the heavy hitters first, or you have to flank, or as the OP said go cap to bring the enemy out. I have seen plenty matches where people stop at a entrance get killed, the next guy in line takes the dead guy's place and gets killed, until most of the team is dead.

Edited by Duppie1974, 14 October 2013 - 12:39 PM.


#10 Aegic

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Posted 14 October 2013 - 03:56 PM

The thing is most people complain about rushing middle never works and is stupid and they always lose.

So if both teams rush middle and it never works and they lose who wins?

Answer?



Posted Image

DONT LET THIS HAPPEN!

#11 jper4

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Posted 15 October 2013 - 09:05 AM

View PostAegic, on 14 October 2013 - 12:17 PM, said:


Center has worked on occasion for me.


center can work if you actually push into the center. if the first two or three mechs reach the entrance and then stop (cause someone shot a ppc over their head) while everyone else stands behind them then forget it. if everyone charges in and can get spread out around the ramp, secure the adjacent pathways on either side, then the other team better be flanking or they're done.

most times i either hang in the back and wait to see if the leading mechs chhose to stand or push before committing myself to either supporting or hoping someone pays attention when i type "flanking" in chat. if i'm in something a little faster i'll go hang around with the lights and follow them around (my streaktaro-18 loves babysitting the lights for when the enemy lights show up and thanks to the terrain in TT their lrm boats usually can't target us) but even in my other mechs on TT flanking (or watching our flank/base) is usually my first choice

#12 August55

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Posted 15 October 2013 - 10:49 AM

Everyone charges to the center because there's a rare chance that an ancient lava monster will appear, and if you kill it you get 10000MC.

[Srsmode] Playing defense in this map isn't terrible actually, and it works when people know what they're doing.

Edited by August55, 15 October 2013 - 10:49 AM.


#13 Darth Futuza

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Posted 15 October 2013 - 10:54 AM

View PostAugust55, on 15 October 2013 - 10:49 AM, said:

Everyone charges to the center because there's a rare chance that an ancient lava monster will appear, and if you kill it you get 10000MC.

Ah...I thought it was because they were trying to destroy the Dark Lord Sauron and casting the lightest mech into the 'fire'.

Quote

[Srsmode] Playing defense in this map isn't terrible actually, and it works when people know what they're doing.

Yep. Setting a trap at your own base tends to work pretty well, as does the reverse (waiting around at their base). I really don't know why everyone hates this map so much. There are plenty of valid strategies if your team isn't stupid enough to go for the center.

#14 TripleEhBeef

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Posted 16 October 2013 - 07:05 AM

Huh, I usually see everyone marching along the sides trying to cap.

#15 Heavenly Angel

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Posted 16 October 2013 - 12:39 PM

People don't think. They want to stick together for safety but can't read each other's minds so they just wind up being herded by the terrain of the map like cattle, no matter how disadvantageous the position they're herded into is. I think that the problem is not with the map being paid badly, but with the people who designed it not considering group psychology and how players would behave.

#16 Ezazel

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Posted 17 October 2013 - 06:17 AM

The best thing to do on this map is to control the centre. In order to do this you must get there first and take good postitions around the platform. From there you can go anywhere quicker than the other team, who have to circle around. When you control the centre, scouts can search the other team and then attacking them from two sides is easy.

#17 Kraven Kor

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Posted 17 October 2013 - 01:05 PM

It is a conundrum. Or maybe a debacle? Dunno.

Basically, most maps, people want to fight so the go where the fight is most likely to be.

And with Terra Therma, trying to go around the caldera ends up having the two teams completely miss each other 50% or so of the time.

I have yet to figure out the best route to take to avoid the usual "blob in the caldera" that happens.

#18 MortVent

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Posted 17 October 2013 - 01:32 PM

Well the trick is scouts or groups. have about a lance go left, one go right.. spilt the third up with a couple going middle to make them think there are some headed there

As in all maps, need to use tactics

#19 BOWMANGR

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Posted 18 October 2013 - 12:53 AM

The answer is pretty simple actually and I'm glad someone finally posted a thread about the WORST map in the game.

Terra Therma has absolutely no strategy and tactics except: Control the centre ring. Do this and you'll win 95% of the time.

There is no cover elsewhere, to flank you may have to walk for a full minute to get around the big mountains and when you finally get there the fight is over.

There is no reason to avoid the centre because if you do one of two things will happen:
a} You meet the enemy 'ball' of mechs and fight it out on open terrain with no cover so the resulting battle is totally chaotic with no tactics

or

b} Both mech 'balls' never meet and the match degenerates in a cap race.

Since most players dont want to walk for 10 minutes only to see who wins via cap they instictively choose the most probable route to battle, which is the center ring. If your team has cowards who fear getting into the ring, you'll lose because they will be picked one by one.
If your team has players who collectively understand that if everyone gets into the ring at the same time, the damage will be spread out, almost noone will get killed and they'll get to a better tactical position for the rest of the battle, you'll win.

This map has no chance to be better unless PGI decides to completely change the terrain. For example they could redesign the map to have smaller mountains so that flanking becomes an option. They could make it smaller so that you wont feel frustrated walking for 8 minutes until you meet someone. They could put some tall rocks scattered in key points to give potential cover to battling mechs and so on.

Since they wont do any of that, then they AT LEAST could reduce the bias ratio of Terra Therma so that it doesn't freaking appear every 4 matches!!! Please, pretty please!

I was hoping that they'll tune the bias after the new map patch but alas Terra Therma still appears WAY more than usual AND I get the new map way less than I should. {its a new map after all}

Remember when they released Terra Therma, where you got that map 3 or 4 times in a row?? Yeah, this does not happen with the newest map. Its frustrating. It feels like they left the increased bias for Terra Therma in order to force us to like it. Well, I try not to be a troll but I'm seriously near my 'disconnect as soon as you see Terra Therma' threshold...

#20 MortVent

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Posted 18 October 2013 - 06:29 AM

Scouts can flank and maneuver in less that 2 min around the map (especially now)

Then again even in heavies/assaults it takes maybe 3 minutes to get around the center.

Controlling the center also means making them think you're balled up at the entrance and flanking around to nail them on the side (of course they can flank to hit you and it's on then too)

the map is a bit open and claustrophobic at the same time, which is a good thing. We need variety in maps. It's just most want to go play in thunderdome and ignore advice





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