Vellron2005, on 21 October 2016 - 12:37 AM, said:
Tristan, i totally understand..
Unfortunately, sandbox design on maps this small makes them more arena-like than realistic. In realistic maps, there will be more than one avenue of attack, but even then, military assets will actively seek out bottle necks and easy to defend areas to strategically deploy, and create ambushes and effective kill boxes.
That's fair, but ultimately this is a 12v12 game on tiny maps and they should design the matches to make this a thinking man's shooter. In a game with more realistic scenarios and objectives and bigger maps, the thinking would happen mostly before every engagement, in terms of when and where to deploy your forces. But in MWO, we "cut right to the chase". So we're in a situation where two equally sized forces are willing to engage, for whatever reason, on entirely equal grounds. Which wouldn't usually happen, realistically speaking.
Vellron2005, on 21 October 2016 - 12:37 AM, said:
Terra Therma is such a map. Sure, it is hard to get around and flank. That's the idea in the map's design. It forces you to NOT get yourself into a bottle-necked killbox, and instead work like a team and pincer-maneuver and strike as a single coherent force.
Pincer maneuvers are always great, but the bigger they make the objects in the terrain (E.g. buildings, volcanoes, mountains), the more risky it becomes to pull off a good pincer-maneuver. Which is why they so rarely work on Crimson Strait. When your units have to move so far to get into position, it becomes increasingly easy for the opposing force to counter-attack before you are ready. And then you get a roflstomp.
That's part of the reason why old Frozen city was so popular. Lots of terrain, but no huge, dominating terrain features. Just lots of small elevations, hills, buildings, etc. The lack of huge terrain features made it easy to maneuver and try to surprise the enemy team. There was a lot of room for action and reaction, instead of a map like Crimson Strait, where -even if you try a pincer attack- you have to go all in and you can't really change the plan, because there's no way to unite your forces again when they've first split up.