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Terra Therma


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#1 Agent 0 Fortune

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Posted 14 July 2014 - 09:50 PM

I asked players why they flock the center and certain death and the resounding anwer is the get the game over with. it is so much easier to charge the middle kill and/or die and GTFO terra therma than do anything else. I fought it for a long time coming up with coutner strategies, but they are right, the best strategy on a ****** map is end it quickly and hope for a better draw next time (sadly Terra Therma is by far my most played maps so I am not sure how successful that strategy is).

#2 FupDup

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Posted 14 July 2014 - 09:50 PM

One does not simply enjoy dropping on Mordor.

#3 Malcolm Vordermark

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Posted 14 July 2014 - 09:54 PM

Based purely on my experiences with the map the team that reaches the center first and fans out instead of causing a traffic jam on the ramp wins. I don't think there is anything wrong with that strategy, you just have to roll the dice and hope you have a team that can do that.

Other than that, I like the map.

Edited by Rouken, 14 July 2014 - 09:55 PM.


#4 Koniks

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Posted 14 July 2014 - 09:55 PM

I've had some good battles lately in the foothills. If the faster mechs in Charlie or Bravo push left instead of flocking to the center, they can catch slower mechs on their way up the ramps. Or they can start a skirmish with Red Team's lights.

#5 Chagatay

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Posted 14 July 2014 - 10:25 PM

Biggest issue with Terra Therma is that teams often seem to bottle up at an entrance and fail to go in. You then have a really bad day between getting shot in the back and from steam of lead from the front. Usually I just go elsewhere (anywhere else usually a flank or something!) when they bottle up like that.

Again that is a player issue, other than that Terra is best map ever!!!!

#6 Haxburch

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Posted 14 July 2014 - 10:58 PM

Modor is ugly and boring . I really hate it. Some times is just shut down leave match take other mech.

#7 627

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Posted 14 July 2014 - 11:34 PM

I hate this map.

#8 Black Ivan

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Posted 14 July 2014 - 11:41 PM

The worst map, followed by Tourmaline Desert and River City. PGI screwed this maps.

#9 Cavendish

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Posted 14 July 2014 - 11:42 PM

Nothing forces you to go to middle, most fun game I have experienced on that map has been either base defenses or fights at the map edges. The only time you need middle is during conquest, and even then you can just skip that node and go for another.

Unfortunatly all maps have places people belive they HAVE to fight at.

#10 Sean von Steinike

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Posted 14 July 2014 - 11:49 PM

Battles can be great when the lemmings don't all heard to the middle and instead battle outside the center.

#11 Mystere

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Posted 14 July 2014 - 11:54 PM

I love this map, followed by Alpine Peaks.

#12 KuroNyra

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Posted 15 July 2014 - 12:00 AM

I like Terra Therma, it give great challenge between your heat.
The position of the ennemy, and all the possibilities to take by the back.

Once in my Yen-Lo-Wang, I managed to sneak behind the ennemy line.

I destroyed there 2 Timber Wolf with my AC-20 from the back before they could even react!
And I destroyed in the process a Dire Wolf and 2 Hunchback! :lol:

I love that map. ;)
But I hate when your team is going all ****** and charge into the pit of hell.

#13 Ursh

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Posted 15 July 2014 - 12:00 AM

I like this map. Know what screws people up on this map? Their failure to pack an advanced seismic sensor. You see, the whole idea is that you can plant yourself to the side of one entrance inside the center area, and point your guns to cover another entrance. If someone creeps up to your entrance, you alert your team and prepare to shoot them. If you see someone poking their head through the entrance across the pit, you shoot them.

It's actually a terribly simple map to win on skirmish, but most teams who do charge into the center don't know how to hold it.

If it's assault mode, convince your lance to do a base rush if you can run over 70kph.

For conquest, you need to ask people to hit a point hard with 2 lances at the beginning, and have the far lance peek on theta to see if it's takeable.

River City Night is the map I really don't like. Even with brightness turned up and night vision on, I can't see crap on that map.

#14 Piney II

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Posted 15 July 2014 - 03:39 AM

There's nothing really wrong with charging the ring..........................IF............................the team pushes right through and into it instead of clogging up the entrance and dying piecemeal.

The ring is an all or nothing proposition. If you're planning to charge the ring, the team needs the balls to push right in en masse and start throwing down. Don't stop at the entrance - run in and prosecute with extreme prejudice.

Not for the faint of heart KDR warriors............

#15 Voidcrafter

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Posted 15 July 2014 - 03:41 AM

I personally am with the same opinion - having a bad map or two may not seems to be a big deal, but NOT having the choice to never ever ever ever NOT DROP on those map is kinda annoying.
Yep.
3 times in a row there means god hates you.
Currently there just aint so great map variety(oh c'mon - having some weather "features" does not exactly counts as a new map) - and if you happen to dislike 2 or 3 of the maps the developers chose for you it's really unpleasant.
Terra Therma though - it's my least "favourite" map.
Ever.
I really wish for an implemented feature that gives me to chose the two maps I never want to drop on.
If not two - make it some percent of the overall map count(so both ways - you can evade "map specific" meta builds).

Edit: Come to think of it... weather "features" that are currently counting toward "different map" even makes things worse for some - since you dislike River City and/or Forest Colony and/or Frozen City design - bad news for you - those weather "features" that counts as different map currently double your chance for dropping there.
But hey - who the hell hates River City(day version) and Forest Colony and Frozen City anyways? ;)

Edited by Voidcrafter, 15 July 2014 - 03:46 AM.


#16 Demoncard

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Posted 15 July 2014 - 03:47 AM

It's an ok map made worse by pugs.

#17 Ghogiel

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Posted 15 July 2014 - 03:55 AM

F6 entrance single file stairway to heaven.

assault mech takes 1 shot to CT then stops and starts S keying in the narrow entrance.

gg

#18 Rhaythe

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Posted 15 July 2014 - 03:59 AM

If you try to reign back the players, get'em to stay away from the bug zapper and offer an alternative strategy, they do occasionally listen. Not saying it's worth it. But PUGs do see to reason when an alternative is suggested. Sometimes.

If PGI gave us the option to avoid certain maps in the matchmaker, I'm pretty sure this one would be very empty very often.

View PostGhogiel, on 15 July 2014 - 03:55 AM, said:

F6 entrance single file stairway to heaven.

assault mech takes 1 shot to CT then stops and starts S keying in the narrow entrance.

gg

Yup. And that, right there, is the doom. A little damage, and players immediately abort instead of taking the hill.

#19 Zerberus

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Posted 15 July 2014 - 04:02 AM

The map itself isn`t half bad, but the community as a whole is too dumb to understand what chokepoints, cover and flanking are, and those shortcomings play out to fatal effect on it.

Intelligence is the counter, problem is there`s just not so many people in the community that can pull it off ;)

Edited by Zerberus, 15 July 2014 - 04:02 AM.


#20 Bobzilla

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Posted 15 July 2014 - 04:16 AM

Holding the middle is the best way to play the map, it's like a bunker.
Attacking a team holding the middle from the ramps is the worst way to play the map.

Rush to middle, if the other team beat you to it, back away and force them to come out after you.





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