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Will light mechs "sui-scout?"


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#1 WalkingDeathBot

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Posted 30 May 2012 - 12:53 AM

In World of Tanks this became a big problem with light tanks. Feeling useless they simply would drive full speed at the enemy, light them up for about 5-10 seconds, and then be 1 shotted. The thing was they would gain some xp and creds.

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 Jack Simmons

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Posted 30 May 2012 - 01:05 AM

I don't think it will be an issue, since the Light Mechs can hurt and destroy heavier Mechs.

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 Forscythe

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Posted 30 May 2012 - 01:07 AM

The great thing about being a light mech in this game is that if you are a knowledgable pilot you can find weaknesses that can be exploited once the battle begins. If stupud light mech pilots charge foreward to their deaths so be it. Any real light mech pilot worth a damn knows that in a light mech you can bring some pain if you know what your doing. Still we wont know the dynamics of the gameplay till we actually get in there and play. So all this comparison and whining about it being like some other game is a moot point.

#4 WalkingDeathBot

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Posted 30 May 2012 - 01:08 AM

I enjoy playing the heavy role, but I think I may need to go heavy/medium to start the game with a good earner. It seems refitting an assault with repairs each match could be spendy.

However, more guns = more kills = more xp/money.

#5 Adrienne Vorton

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Posted 30 May 2012 - 01:08 AM

well let me say it that way... I for one won´t "sui-scout" like you tell it, and i think/ hope there will not be so much stupid immature ppl here that do so... especially in MWO i´m looking forward to play hide and seek with the enemy...hiding behind an Atlas´ leg maybe xD

#6 warner2

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Posted 30 May 2012 - 01:10 AM

Light mechs can damage heavier mechs in this game. 4 medium lasers are 4 medium lasers whether they are mounted on a Jenner or a Catapault. So a light mech shouldn't feel useless even when it is forced into a fight with a larger mech, and a pack of a few of them can be dangerous, even if their main role might be scouting and such.

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 CheeseThief

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Posted 30 May 2012 - 01:11 AM

If they do their idiots.

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 Jack Simmons

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Posted 30 May 2012 - 01:12 AM

View PostWalkingDeathBot, on 30 May 2012 - 01:08 AM, said:

I enjoy playing the heavy role, but I think I may need to go heavy/medium to start the game with a good earner. It seems refitting an assault with repairs each match could be spendy.

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 JAFMANDADDY

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Posted 30 May 2012 - 01:17 AM

I agree with the posts made above.. Firstly this game diferes greatly from world of tanks in many ways (tier structure and mechanics or damage dealing) light mechs will not be the only or first choice of the new player.. in world of tanks you are forced into light units in ordr to progress that will not be the case in this game.

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 Black Dragon EnDrakus

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Posted 30 May 2012 - 01:23 AM

View Postcheesethief, on 30 May 2012 - 01:11 AM, said:

If they do their idiots.

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 Adrienne Vorton

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Posted 30 May 2012 - 01:26 AM

View Postwarner2, on 30 May 2012 - 01:10 AM, said:

Light mechs can damage heavier mechs in this game. 4 medium lasers are 4 medium lasers whether they are mounted on a Jenner or a Catapault. So a light mech shouldn't feel useless even when it is forced into a fight with a larger mech,....
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 KJ Crow

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Posted 30 May 2012 - 01:38 AM

tsk tsk.... all this talk about damage dealing capability..... let the bruisers do that, guide their blows..... see one in trouble, dart in and tip the balance.... don't think of yourself as 4 med lasers on a Jenner.....think of yourself as 4 extra med lasers on your teammates Catapult.... be happy to find an out of the way vanatge point, shut down your mech and just feed spotting intel to your team while the coffee brews... fire up the throttle and distract them.....running from cover to cover, just fire the occasional shot to make them worry about where you will appear next.... if they are looking for you, they aren't looking for your team!

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!

#13 Black Dragon EnDrakus

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Posted 30 May 2012 - 01:41 AM

View PostKJ Crow, on 30 May 2012 - 01:38 AM, said:

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!

love this line!

#14 BG Wumba

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Posted 30 May 2012 - 01:55 AM

Just got to perform hit and run guerilla tactics in a light mech rather than the gung ho approach.

#15 Adrienne Vorton

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Posted 30 May 2012 - 02:04 AM

View PostBG Wumba, on 30 May 2012 - 01:55 AM, said:

Just got to perform hit and run guerilla tactics in a light mech rather than the gung ho approach.

I want my Guerilla QQ

#16 StonedVet

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Posted 30 May 2012 - 02:05 AM

View Postcheesethief, on 30 May 2012 - 01:11 AM, said:

If they do their idiots.

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 Draco Argentum

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Posted 30 May 2012 - 11:42 PM

It happens in WoT because you get a reward for seeing an enemy for half a second then getting owned. As long as MWO doesn't give rewards for being totally useless sui scouting won't happen.

#18 WalkingDeathBot

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Posted 30 May 2012 - 11:45 PM

View PostDraco Argentum, on 30 May 2012 - 11:42 PM, said:

It happens in WoT because you get a reward for seeing an enemy for half a second then getting owned. As long as MWO doesn't give rewards for being totally useless sui scouting won't happen.


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 Beazle

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Posted 31 May 2012 - 12:39 AM

View PostWalkingDeathBot, on 30 May 2012 - 12:53 AM, said:

In World of Tanks this became a big problem with light tanks. Feeling useless they simply would drive full speed at the enemy, light them up for about 5-10 seconds, and then be 1 shotted. The thing was they would gain some xp and creds.


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 Morang

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Posted 31 May 2012 - 12:59 AM

Even in WoT I never purposely suiscout. It may be my fault when I misplanned my route and ran into advancing enemy unable to take cover after I spot them - but never on purpose. After scouting and/or counterscouting is done and main engagement is on the way, I either work as a disctraction (trying to take enemies in the back or to detrack them) or try to find a weak spot in their line and charge for arty/base.





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