Scouts
#1
Posted 13 March 2013 - 05:44 AM
a Scout is a perfect assault mech....
an Asaultmech is lame ***** in this game
sure you want it so?
#2
Posted 13 March 2013 - 05:47 AM
If you have a specific problem to discuss it is customary to describe the problem in detail first, and then maybe even offer suggestions (although that last part is not required).
#3
Posted 13 March 2013 - 05:50 AM
#4
Posted 13 March 2013 - 06:09 AM
But i agree, the Jenner can come fairly close to the alpha damage of some assault mechs. Then again the Jenner is not a scout it is a light harasser that does it best work in guerilla warfare.
#5
Posted 13 March 2013 - 06:11 AM
#6
Posted 13 March 2013 - 06:29 AM
While painfully trying to level up my SDR-5K by actually playing it, it really hit home how much of both XP and CB rewards are solely dependent on damage dealt and enemies killed (the 5K is pretty useless at both).
Sure, you can get a bit of welfare Spotting XP or TAG assist XP, but only once per enemy per match. On the other hand, each point of damage dealt gives CB and XP, and kills give XP and CB, assist XP and CB, and perhaps also the new saviour or defensive XP and CB.
We need more incentives to actually scout.
#7
Posted 13 March 2013 - 06:51 AM
that said, I do feel bad for assault pilots that wander off alone, or are the last standing; if they are not a good shot or well positioned, lights will eat them up.
#8
Posted 13 March 2013 - 06:56 AM
(I could, but won't.. name a configuration of the Atlas D-DC that makes the Raven 3L look 'n feel like a steamin pile)
Edited by M4NTiC0R3X, 13 March 2013 - 06:58 AM.
#9
Posted 13 March 2013 - 06:59 AM
#10
Posted 13 March 2013 - 07:46 AM
stjobe, on 13 March 2013 - 06:29 AM, said:
While painfully trying to level up my SDR-5K by actually playing it, it really hit home how much of both XP and CB rewards are solely dependent on damage dealt and enemies killed (the 5K is pretty useless at both).
Sure, you can get a bit of welfare Spotting XP or TAG assist XP, but only once per enemy per match. On the other hand, each point of damage dealt gives CB and XP, and kills give XP and CB, assist XP and CB, and perhaps also the new saviour or defensive XP and CB.
We need more incentives to actually scout.
Yea, I have been thinking about this. I like playing the scout role in my Jenner and like the mechanic of tagging but there should be some benefit to the tagger (other than winning the match).
Tagging provides an accuracy bonus which means more missiles hit. That damage should be applied to the tagger. If a target is spotted and tagged out of LOS from the missile boat, damage should be spread 50/50 (the boat would not have hit without the tag). This would provide incentive and xp to scouts. I am sure the numbers would need to be tweaked but I think the general idea is sound.
#13
Posted 13 March 2013 - 08:09 AM
#14
Posted 13 March 2013 - 08:09 AM
#15
Posted 13 March 2013 - 08:12 AM
Most lights in general don't even scout really, just skirmish around. Spotting targets is usually only useful for the initial engagement (i.e. say that all of the enemies went lower city, etc.) or occasionally when they try to sneak past your lines. After the shooting starts, scouting isn't needed much anymore because people can just spot for themselves (especially LRM users with TAG because it's mandatory these days). That's why you see light mechs who don't dedicate their entire existence to scouting.
If lights (and Cicadas because they're just giant lights, really) were the only mechs able to share target info (only mechs with integrated C3 function), then maybe their scouting role would have more of a place. It'd be nice if a mech's radar signature was based on its size as well (why should a Flea be as easy to detect as an Atlas?).
The 3L is probably one of the best scouts there is because its ECM lets it see the enemy at long range without being seen by the enemy in turn (I try scouting with my 2X and 4X, it doesn't take long before fur starts flying my way!). If other lights generated a smaller radar signature, it would help them actually scout without revealing themselves.
A smaller radar signature would probably also be a good indirect nerf to Streaks, because missile locks are (in terms of realism) based on radar. So something that is harder to detect is harder to lock on to...meaning that it would take longer to lock on to lights than, say, an Atlas.
Edited by FupDup, 13 March 2013 - 08:21 AM.
#16
Posted 13 March 2013 - 08:21 AM
UrbatOrbi, on 13 March 2013 - 05:44 AM, said:
a Scout is a perfect assault mech....
an Asaultmech is lame ***** in this game
sure you want it so?
This was true before the netcode fix and the host state rewind patch for lasers
These two fixes put lights back where they belong
dead, on the ground
#17
Posted 13 March 2013 - 09:00 AM
Lights are not untouchable.
#18
Posted 13 March 2013 - 09:15 AM
no that is the prob, some Scout go with 2 srms - and try to kill a Scout with laser, you have probs
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