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#1 UrbatOrbi

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Posted 13 March 2013 - 05:44 AM

hallo devs, someone at home?

a Scout is a perfect assault mech....

an Asaultmech is lame ***** in this game

sure you want it so?

#2 xDeityx

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Posted 13 March 2013 - 05:47 AM

If you put some actual effort into your post people might be able to figure out what you're trying to communicate.

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 Sheraf

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Posted 13 March 2013 - 05:50 AM

It is clear enough for me. Raven is indeed the perfect assault mech. I think the problem will be here until we have collision back

#4 AlexEss

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Posted 13 March 2013 - 06:09 AM

actually the raven pretty much have ONE version that have ONE thing going for it.

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 AC

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Posted 13 March 2013 - 06:11 AM

We have scout mechs? I guess I never realized, since the team spawn points are generally within shooting distance of eachother.....

#6 stjobe

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Posted 13 March 2013 - 06:29 AM

We have scout 'mechs, just not much incentive to actually scout, spotting and TAG XP notwithstanding.

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 Silentium

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Posted 13 March 2013 - 06:51 AM

Scouting helps you win, especially on larger maps like alpine. Hell, even on small maps just letting your people know whether one side is clear does wonders. If a light can do other things like harass fire support or flash the base, that is even better. Sure, there is no direct incentive, but eff that, I want to win more than I want c-bills and XP.

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 M4NTiC0R3X

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Posted 13 March 2013 - 06:56 AM

I think that the proper load-out goes a long way... play more.

(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 Ryokens leap

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Posted 13 March 2013 - 06:59 AM

I have a Dragon with 2 missle slots that runs 120kph. Give me an ECM and I will scout and kill 3Ls like crazy.

#10 Skaroth

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Posted 13 March 2013 - 07:46 AM

View Poststjobe, on 13 March 2013 - 06:29 AM, said:

We have scout 'mechs, just not much incentive to actually scout, spotting and TAG XP notwithstanding.

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.

#11 N0ni

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Posted 13 March 2013 - 07:49 AM

View PostRyokens leap, on 13 March 2013 - 06:59 AM, said:

I have a Dragon with 2 missle slots that runs 120kph.

120? Dragons have a max speed of 106.9. What is this sorcery?

#12 stjobe

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Posted 13 March 2013 - 08:07 AM

View PostDead Eye 01, on 13 March 2013 - 07:49 AM, said:

120? Dragons have a max speed of 106.9. What is this sorcery?

Perhaps he has a pre-release version of MASC installed? :rolleyes:

#13 Khobai

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Posted 13 March 2013 - 08:09 AM

Kindve sad that a Raven-3L is a better tank than an Atlas lol.

#14 Tabrias07

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Posted 13 March 2013 - 08:09 AM

The amount of shitposting on this forum is making it impossible to find anything serious.

#15 FupDup

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Posted 13 March 2013 - 08:12 AM

Here is a post I made in another thread about this phenomenon:


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 LordBraxton

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Posted 13 March 2013 - 08:21 AM

View PostUrbatOrbi, on 13 March 2013 - 05:44 AM, said:

hallo devs, someone at home?

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 Belorion

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Posted 13 March 2013 - 09:00 AM

So the other day, I was in Caustic and a Raven 3L attacked my Atlas AS7-RS. I legged him almost immediately and then killed him.

Lights are not untouchable.

#18 UrbatOrbi

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Posted 13 March 2013 - 09:15 AM

@ belorion

no that is the prob, some Scout go with 2 srms - and try to kill a Scout with laser, you have probs

#19 Ryokens leap

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Posted 13 March 2013 - 09:17 AM

View PostDead Eye 01, on 13 March 2013 - 07:49 AM, said:

120? Dragons have a max speed of 106.9. What is this sorcery?


My bad, I mean 110 kph. Big thumbs, small iPhone. 120,I wish! Masc on a Dragon would be nice.





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