Difference between revisions of "TC IvoryTower"
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+ | <gallery mode="slideshow" showthumbnails heights=50px style="display: block; margin-top:3px; margin-left:2%; margin-right:2%; text-align: center; font-size:18px; padding:0px;"> | ||
+ | File:TC_IvoryTower2.jpg|link={{filepath:TC_IvoryTower2.jpg}} | ||
+ | File:TC_IvoryTower3.jpg|link={{filepath:TC_IvoryTower3.jpg}} | ||
+ | File:TC_IvoryTower4.jpg|link={{filepath:TC_IvoryTower4.jpg}} | ||
+ | File:TC_IvoryTower5.jpg|link={{filepath:TC_IvoryTower5.jpg}} | ||
+ | File:TC_IvoryTower6.jpg|link={{filepath:TC_IvoryTower6.jpg}} | ||
+ | File:TC_IvoryTower7.jpg|link={{filepath:TC_IvoryTower7.jpg}} | ||
+ | File:TC_IvoryTower8.jpg|link={{filepath:TC_IvoryTower8.jpg}} | ||
+ | File:TC_IvoryTower9.jpg|link={{filepath:TC_IvoryTower9.jpg}} | ||
+ | </gallery> | ||
{{Navbox Maps}} | {{Navbox Maps}} | ||
[[Category:Official Maps]] | [[Category:Official Maps]] | ||
[[Category:Maps]] | [[Category:Maps]] |
Latest revision as of 16:12, 11 September 2019
TC IvoryTower | ||
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Environment: | Mountain | |
Temperature: | 36°C | |
Planet: | Twycross | |
Game Modes: | ||
First Available In: | 0.6.0 | |
Assets | ||
Assets: | ||
Number of Bases: | IS: 2 Clan: 2 Neutral: 5 | |
Tactical Map | ||
|
"The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex." |
— Map introduction |
Overview
This map is one of the bloodiest in the entire game, alongside Thunder Rift. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever. Heat can be an issue for hotter assets caught in a pitched firefight, though there should be enough cover to allow for cooling off as needed. Battle Armor can be effective in delaying tactics or harassment at each of the 1.5x capture zones, especially against 'Mechs without SRMs or other splash weapons.
There are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including Warhammers and Nova Cats. There are no places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead as walking back to repair may take too long.
Aerospace fighters can be deployed with good success on this map against teams that overcommit to brawling. Care should be taken to avoid strafing perpendicular to a canyon as you may slam into the canyon wall if you get too low to the ground and stay alert for Heavy Gauss or LBX20-equipped assets as they can kill you very easily.
Bases
- Type: neutral strategic point
- Defenses: none
- Capture weight: 1.5
- Spawn: Yes
- Can build: none
- Services: none