Will light mechs "sui-scout?"
#1
Posted 30 May 2012 - 12:53 AM
In MWO if your mech is destroyed in battle can you leave the game and roll another mech from your mechbay?
I'm just curious if this will happen as I think the devs mentioned that you will make some small amount of c-bills each match no matter what.
Sorry not trying to get light mech drivers to flame me here. I get they are totally different from light tanks. Hopefully a light mech can actually do some damage instead of the,
"that shot bounced" action light tanks perform in WoT.
Speculation, and rage if needed welcome.
#2
Posted 30 May 2012 - 01:05 AM
AND one is NOT forced to start with a Light Mechs, one Dev stated they want New Players to start with Heavy/Assault Mechs since they allow for a wider Margin of Error.
Some people will surely do stupid things but thats happening in every game ^^
#3
Posted 30 May 2012 - 01:07 AM
#4
Posted 30 May 2012 - 01:08 AM
However, more guns = more kills = more xp/money.
#5
Posted 30 May 2012 - 01:08 AM
#6
Posted 30 May 2012 - 01:10 AM
If that sort of thing does start happening a lot, the game has failed for me, because that just isn't Mechwarrior. The whole earning credits to buy stuff mechanic will always make these sorts of things an issue, with people deciding their goal is to earn credits not play the game. If the game mechanics allow that sort of thing to be profitable, some people will do it. So I guess that means it's up to the game mechanics to encourage all pilots to stay alive and stay useful right to the end, because that is Mechwarrior.
#7
Posted 30 May 2012 - 01:11 AM
Suicide scouting in WoT existed because of lousy design decisions, where 'Scouts' would have less view range than heavies, were only as fast as the mediums, died in one hit and would be stuck in 'high tier' games where their WW1 pop guns bounced off the other teams arty. The tier 5 lights helped a little but they were still pretty much worthless for anything other than a passive spotter in the games they were stuck in.
MWO armour system means that the pop gun problem doesn't exist, a hit, any hit, does damage to the armours 'HP', and a light mech carries the same medium lasers as an assault mech. Because it's a direct exchange between HP and firepower, a light mech should be able use it's speed to strike at the enemy mechs weaker back armour and effectively do as much 'relevant' damage as a heavy mech shooting it from the front. A heavier mech will still squish said light mech, but isn't a complete waste of a player if they are smart.
Sui-scouting shouldn't exist because a Jenner can still damage an Atlas in a meaningful way, unlike say an A20 attacking an IS.
Edited by cheesethief, 30 May 2012 - 01:16 AM.
#8
Posted 30 May 2012 - 01:12 AM
WalkingDeathBot, on 30 May 2012 - 01:08 AM, said:
However, more guns = more kills = more xp/money.
Well it is unknown to us how the XP/C-Bills get distributed on how much each action is worth. At least with a light Mech you can easily escape dangerous situations.
And the Jenner packs a hefty punch for suche a little one .
#9
Posted 30 May 2012 - 01:17 AM
as said above something like a Raven.Jenner or commando if played well can harrass and plague bigger mechs all through a game. it can give eyes and ears and if in the hands of a skilled pilot even bring down a much bigger opponent...
now... where did i put my toast...
#10
Posted 30 May 2012 - 01:23 AM
cheesethief, on 30 May 2012 - 01:11 AM, said:
Suicide scouting in WoT existed because of lousy design decisions, where 'Scouts' would have less view range than heavies, were only as fast as the mediums, died in one hit and would be stuck in 'high tier' games where their WW1 pop guns bounced off the other teams arty. The tier 5 lights helped a little but they were still pretty much worthless for anything other than a passive spotter in the games they were stuck in.
MWO armour system means that the pop gun problem doesn't exist, a hit, any hit, does damage to the armours 'HP', and a light mech carries the same medium lasers as an assault mech. Because it's a direct exchange between HP and firepower, a light mech should be able use it's speed to strike at the enemy mechs weaker back armour and effectively do as much 'relevant' damage as a heavy mech shooting it from the front. A heavier mech will still squish said light mech, but isn't a complete waste of a player if they are smart.
Sui-scouting shouldn't exist because a Jenner can still damage an Atlas in a meaningful way, unlike say an A20 attacking an IS.
this pretty much sums up the situation nicely. a MLas is a MLas is a MLas, regardless is that MLas is mounted on a raven, a Hunchie, or an Atlas. the only factor that comes into play is the total amount of armor said MLas has to chew through if an atlas and a raven are trading beam shots.
#11
Posted 30 May 2012 - 01:26 AM
warner2, on 30 May 2012 - 01:10 AM, said:
because that is Mechwarrior.
yep , and thats exactly the BIG advantage MWO has over WoT, you´ll never have a loltractor throwing peas on a tiger... its the same missles, rockets, AC´s and lasers that hit the enemy, no matter on what chassis they are put... if a PzIII had a 88mm long, scouts won´t too much suicide
#12
Posted 30 May 2012 - 01:38 AM
Scouting is about attitude and the embodiment of Infowarfare.... don't go toe to toe, it will get you killed.... and a dead scout can't feed any other info beyond the fact they got killed.... and no matter how good the communications systems are, I don't think a lance commander has the facilities or time to hold a seance!
#14
Posted 30 May 2012 - 01:55 AM
#16
Posted 30 May 2012 - 02:05 AM
cheesethief, on 30 May 2012 - 01:11 AM, said:
Suicide scouting in WoT existed because of lousy design decisions, where 'Scouts' would have less view range than heavies, were only as fast as the mediums, died in one hit and would be stuck in 'high tier' games where their WW1 pop guns bounced off the other teams arty. The tier 5 lights helped a little but they were still pretty much worthless for anything other than a passive spotter in the games they were stuck in.
MWO armour system means that the pop gun problem doesn't exist, a hit, any hit, does damage to the armours 'HP', and a light mech carries the same medium lasers as an assault mech. Because it's a direct exchange between HP and firepower, a light mech should be able use it's speed to strike at the enemy mechs weaker back armour and effectively do as much 'relevant' damage as a heavy mech shooting it from the front. A heavier mech will still squish said light mech, but isn't a complete waste of a player if they are smart.
Sui-scouting shouldn't exist because a Jenner can still damage an Atlas in a meaningful way, unlike say an A20 attacking an IS.
This explains everything right to the T.
#17
Posted 30 May 2012 - 11:42 PM
#18
Posted 30 May 2012 - 11:45 PM
Draco Argentum, on 30 May 2012 - 11:42 PM, said:
I hope not, however I imagine a scout would be fairly hard to play if you weren't rewarded with xp for lighting up Mechs.
#19
Posted 31 May 2012 - 12:39 AM
WalkingDeathBot, on 30 May 2012 - 12:53 AM, said:
Part of the motivation for this was the bonus given for being the first scout to "spot" an enemy.
you could grind out more money per hour by simply charging straight at the highest concentration of enemy tanks, getting killed, and then playing something else.
There was ZERO point in being the second scout to see an enemy, even if you were the one who was "spotting" it when your allied artillery got the kill.
Playing for the team win MIGHT get you more money IF you win, but it will take much more time.
IF MW:O pays "scouts" the same way, then the same thing will happen.
There needs to be a payout for scouts who stay in the game, while still contributing (not just hiding at spawn point), but don't ask me how this should be done.
#20
Posted 31 May 2012 - 12:59 AM
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