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Balancing Team Tonnages


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#1 Corvus Antaka

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Posted 12 May 2013 - 10:18 AM

Heavy & assault mechs will always dominate, aside from incredibly fast light mechs. Given this weekend saw a medium mech sale, we still see primarily heavy, assaults and lights on the field.

1. Force teams to carry a tonnage composition that is 2x2x2x2 or 3x3x3x3 for 8v8/12v12 respectively.

2. Pay and design gamemodes to give payment and XP on a wieght scale factor - so a medium that does 400 damage gets paid more than an assault that does 400 damage.

3. Low pay for poor performance, again sliding scale where the bigger your mech and the worse you do the less you make.

Mech4 used a team attrition based scoring system where the pilot had to justify his damage/kills based on the mech he ran, one cannot expect lights or mediums to push out the firepower or have the staying power of heavier mechs and the scoring system & the payment system needs to reflect this.

Add your ideas here. imho allowing mediums to go faster will not help. with HSR now, even lights are easy to hit.

Bigger maps, more cover, and more required team mobility (like a CTF gamemode) would all encourage less assaults. In the end though assaults should be rare, rather than going back to repair and re-arm we need to try and help PGI find a better solution.

Edited by Colonel Pada Vinson, 12 May 2013 - 10:18 AM.






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