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Unfair For Tag Users

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#1 Fajther

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Posted 15 October 2014 - 12:42 PM

I had a simple thought today ,at work, that I believe would be a win/win for many people that play this game, and for role warfare in general. It all depends one question.

Why does the mech with the tag laser get the assist and the mech with the lrms gets the kill? The tag mech has the higher skill and the greater risk. Heck they are even the ones doing the last hit, but they still aren't the ones that get the kill score. Why?

I use lrms more then I use tag and this still sounds funny to me. I am lrm support but someone else is supporting me. What if it were the other way around. The tag mech gets the kill. More people would take tag, Lrm mechs would do more damage and get more assists. Brawlers/scouts would be happy that I have missles, instead of calling me a no skill troll, because they would get more kills. Honestly anybody who takes tag and without knowing the group comp or the map probably should.

I believe that this would be an quick implementation. It wouldn't take time away from development and it would be great for the game.

If you like this idea please send it to russ/paul, or +1 it so they will be forced to read it. Or make a thread burning with indignation about how unfair this is to tag mechs and how you are going to lobby Microsoft to get this changed.

Thankyou for reading.

#2 gregsolidus

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Posted 15 October 2014 - 12:46 PM

"Lrm mechs would do more damage and get more assists. Brawlers/scouts would be happy that I have missles, instead of calling me a no skill troll..."

That's not how that works.

#3 AlmightyAeng

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Posted 15 October 2014 - 12:51 PM

View PostFajther, on 15 October 2014 - 12:42 PM, said:

Why does the mech with the tag laser get the assist and the mech with the lrms gets the kill?


Try taking a Hunchback out with 9 TAG's on it, go up to any mech and tell me how much damage you do.

You aren't killing anything, you're making it possible for someone ELSE to do it. That's called assisting.

#4 Bulletsponge0

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Posted 15 October 2014 - 12:56 PM

View PostGhost Badger, on 15 October 2014 - 12:51 PM, said:


Try taking a Hunchback out with 9 TAG's on it, go up to any mech and tell me how much damage you do.

You aren't killing anything, you're making it possible for someone ELSE to do it. That's called assisting.

how about 8 TAGs and a flamer?

#5 AlmightyAeng

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Posted 15 October 2014 - 12:57 PM

View PostBulletsponge0, on 15 October 2014 - 12:56 PM, said:

how about 8 TAGs and a flamer?


Depends. If it's on a Stalker, you might overheat yourself. Crap, wait, it's 2014! lol

#6 Fajther

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Posted 15 October 2014 - 12:59 PM

I would have to disagree ghost badger. Tag does provide a bonus to size of the tag lrm group. So... yes indirectly tag does do damage. Unlike most games when you provide a buff the the main damage dealer he is still the one accepting the greater portion of the risk. Where the great risk and skill go to the tag mech, so tag users should get the kill.

Edited by Fajther, 15 October 2014 - 01:00 PM.


#7 zagibu

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Posted 15 October 2014 - 01:03 PM

I was so disappointed when I put three tag lasers on my HBK-4J's LT to simulate the Predator's laser point aim thingie, and then all my tags converged on a single point :(.

#8 zortesh

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Posted 15 October 2014 - 01:06 PM

You make shittons of money from tagging/narcing/spotting moreso then you would from the kills.. whats the issue?

#9 Argann

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Posted 15 October 2014 - 01:26 PM

View PostFajther, on 15 October 2014 - 12:42 PM, said:

I had a simple thought today ,at work, that I believe would be a win/win for many people that play this game, and for role warfare in general. It all depends one question.

Why does the mech with the tag laser get the assist and the mech with the lrms gets the kill? The tag mech has the higher skill and the greater risk. Heck they are even the ones doing the last hit, but they still aren't the ones that get the kill score. Why?

I use lrms more then I use tag and this still sounds funny to me. I am lrm support but someone else is supporting me. What if it were the other way around. The tag mech gets the kill. More people would take tag, Lrm mechs would do more damage and get more assists. Brawlers/scouts would be happy that I have missles, instead of calling me a no skill troll, because they would get more kills. Honestly anybody who takes tag and without knowing the group comp or the map probably should.

I believe that this would be an quick implementation. It wouldn't take time away from development and it would be great for the game.

If you like this idea please send it to russ/paul, or +1 it so they will be forced to read it. Or make a thread burning with indignation about how unfair this is to tag mechs and how you are going to lobby Microsoft to get this changed.

Thankyou for reading.


Well, that went zero to dumb in two seconds.

#10 Xarian

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Posted 15 October 2014 - 01:35 PM

I suggest you get your head out of your [redacted] and accept the fact that it's a team game - wins matter, and kills are less important than getting the job done. Personal glory belongs elsewhere.

#11 Fajther

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Posted 15 October 2014 - 01:49 PM

Yes, Xarian I agree with you. Lrm mechs are getting all the benefits of the team without giving much back. By letting the tag mech get the kill they are becoming team players.

Let me edit that. I like lrms, therefore I am not a team player. Yep I just said it. If I could give those kills to the people who work harder then me I would. I believe that would make me more of a team player.

Edited by Fajther, 15 October 2014 - 01:52 PM.


#12 Hospy

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Posted 15 October 2014 - 01:55 PM

Pretty sure an assist + tag assist + spotting assist gives a lot more rewards than just a kill anyway.

#13 gregsolidus

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Posted 15 October 2014 - 01:55 PM

View PostXarian, on 15 October 2014 - 01:35 PM, said:

I suggest you get your head out of your [redacted] and accept the fact that it's a team game - wins matter, and kills are less important than getting the job done. Personal glory belongs elsewhere.

To be fair, killing is a requirement for winning bar Conquest and Assault.

#14 ollo

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Posted 15 October 2014 - 01:58 PM

View PostBulletsponge0, on 15 October 2014 - 12:56 PM, said:

how about 8 TAGs and a flamer?


at least you do damage then :P

#15 Alistair Winter

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Posted 15 October 2014 - 02:01 PM

Fingers crossed, this will not be an issue when Russ Bullock makes TAG or NARC necessary for indirect fire.

#istillbelieve

#16 gregsolidus

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Posted 15 October 2014 - 02:03 PM

View PostAlistair Winter, on 15 October 2014 - 02:01 PM, said:

Fingers crossed, this will not be an issue when Russ Bullock makes TAG or NARC necessary for indirect fire.

#istillbelieve

I've been gone for a long time, is this real or jsut poking fun at questionable changes?

#17 Alistair Winter

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Posted 15 October 2014 - 02:10 PM

View Postgregsolidus, on 15 October 2014 - 02:03 PM, said:

I've been gone for a long time, is this real or jsut poking fun at questionable changes?

Well, there's 2 things going on. People playing competitively are saying that LRMs are basically useless at the elite level, as the travel time is far too long and people will just avoid LRMs by using cover. Meanwhile, people in the underhive are upset because LRMs are easy mode against bad players, and it sucks when half your team is wiped out by LRMs because they're not using cover. Dropping on caustic without ECM is pretty much "ggclose" half the time.

So I think more and more people want to see LRMs redesigned. Reduce travel time, but make indirect fire rely on TAG / NARC to stop them from being completely OP.

#18 gregsolidus

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Posted 15 October 2014 - 02:13 PM

Hmmm. Not sure what to think.

#19 Clit Beastwood

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Posted 15 October 2014 - 02:14 PM

View Postzagibu, on 15 October 2014 - 01:03 PM, said:

I was so disappointed when I put three tag lasers on my HBK-4J's LT to simulate the Predator's laser point aim thingie, and then all my tags converged on a single point :(.


Not even going to lie... I've done this on sooooo many mechs as a test.

View PostFajther, on 15 October 2014 - 12:59 PM, said:

I would have to disagree ghost badger. Tag does provide a bonus to size of the tag lrm group. So... yes indirectly tag does do damage. Unlike most games when you provide a buff the the main damage dealer he is still the one accepting the greater portion of the risk. Where the great risk and skill go to the tag mech, so tag users should get the kill.


You can disagree all you want, you're still wrong. If someone takes out a TAG, NARC, etc. - they're working to facilitate the success of an LRM boat. They aren't killing, they are facilitating. I take a TAG, NARC out all the time and make plenty of money, I don't really care about the kills, etc. because *it's a team game*. Just play hard, do well, and you'll wind up in an ELO space where LRM's really aren't around any more and it won't matter anymore. Kills matter most to new guys, that haven't yet grasped the complexities of what "team game" means. That's why there's a column for "assists" and that's why assists pay so well (and, I'm guessing, will be better rewarded in the future, if the stats they gained during the lance challenge a while back are any indicator).

Edited by Fierostetz, 15 October 2014 - 02:15 PM.


#20 Dragomir Zelenka

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Posted 15 October 2014 - 02:15 PM

I demand an ER Large TAG. Double the heat, double the 0 damage of TAG to 00 damage, and creating a giant red dot. LRMs would LRM harder than ever before. To balance it, it should weigh 4 tons and take up 3 crit slots.

Also a TAG disco ball. Just like a UAV, but a disco ball that randomly shoots TAG beams in a 300 meter circle. Make it an MC only purchase.





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