So Stupid Its Brilliant ....
#1
Posted 31 May 2013 - 10:55 PM
for having a variety of weapons! and the more variety the bigger
the bonus. and how do i know this will work because people are greedy
i figure the only real way to change the meta is to bribe the players.
but that's one mans opinion
posted not read with any real thought
signed
me
#2
Posted 31 May 2013 - 10:58 PM
If people were being paid as much as high damage dealers for doing other things then you would see more interesting types of play.
#3
Posted 31 May 2013 - 11:01 PM
not a bad idea, but I think we need more incentives for support such as tagging, spotting, and scouting
#4
Posted 31 May 2013 - 11:10 PM
TheComet, on 31 May 2013 - 11:01 PM, said:
not a bad idea, but I think we need more incentives for support such as tagging, spotting, and scouting
Scouting....only will be needed if the maps got REALLY big, and complex. If every map was 3x the size of alpine, then scouting would matter. Like on a city map the size of alpline alone, scouting would matter....A LOT.
However with these smallish maps, and the two big ones being not big enough to make scouting something that is truly needed.
If we didn't know where the enemy spawned into the map every time, and didn't know where there base was every time, THEN scouting would matter more. Till then....its just wishful thinking.
Edited by SirLANsalot, 31 May 2013 - 11:11 PM.
#5
Posted 31 May 2013 - 11:17 PM
SirLANsalot, on 31 May 2013 - 11:10 PM, said:
Scouting....only will be needed if the maps got REALLY big, and complex. If every map was 3x the size of alpine, then scouting would matter. Like on a city map the size of alpline alone, scouting would matter....A LOT.
However with these smallish maps, and the two big ones being not big enough to make scouting something that is truly needed.
If we didn't know where the enemy spawned into the map every time, and didn't know where there base was every time, THEN scouting would matter more. Till then....its just wishful thinking.
Well, supposedly, all that is coming and more. Apparently a Island City Map, Asteroid and completely new game modes with CW. I'd also argue that Canyon is a scout heaven. I love scouting on that map.
I'd rather see the roles improved now so that when it all gets here we can play it as it's meant to be played rather than having to wait another few months before scouting is viable on a huge cityscape map.
#6
Posted 31 May 2013 - 11:31 PM
SirLANsalot, on 31 May 2013 - 11:10 PM, said:
Scouting....only will be needed if the maps got REALLY big, and complex. If every map was 3x the size of alpine, then scouting would matter. Like on a city map the size of alpline alone, scouting would matter....A LOT.
Actually, that would be too big. No one would move from their base because of capture victories - or you'd have the pockets of fighting around resource collector thingies.
At least, with current mechanics and player sizes. I'd actually argue that 32 on 32 is closer to what is necessary to have a real chance of seeing more structure and strategy evolve out of the mechs, their speed, and loadouts.
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Kind of depends, really. On resource focused maps - scouting isn't as necessary (though good intel trumps any mech or loadout)... but on maps where you destroy the enemy or capture the base.... you've got to be sure that you don't blow completely past your enemy, and that you have enough room to respond if they do have a pair of mechs that make it to your base.
There are a lot of other benefits that come from good scouting and communication - such as stringing out their main assault force and picking off anything that wanders to the periphery, or getting a couple lights in a good flanking position to chew into a sniper or missiler's rear armor when their main line starts to clash with yours.
It's just that most of the people in this game, right now, don't understand the concept of tactics or strategy... and just want to dakka-dakka anything highlighted in red that moves. They *****, ****, and moan when someone gets a capture victory (because their brain can't handle more than a single priority).
Simply put - too many people in this game come to 'play.' They don't come to win; to be predators shelled in armor.
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More maps like the current canyon map would help this, somewhat. LOS is broken up quite a bit and there is need for quick-runners to keep a close eye to make sure the pair of assaults aren't setting up a couple heavies for a pair of hunchbacks to come in and run the train on their rear armor with AC20s or what-have-they.
Of course - that generally assumes a coordinated opponent. Since it's usually just a mass cluster-**** of "yeehaw" - it really only matters that you keep stuff from slipping into your base - because most of your team is going to rely on "you all suck" as a defense when they are 2 klicks out in a bunch of PPC stalkers and a pair of lights are on their base.
#7
Posted 01 June 2013 - 07:13 AM
And I really mean it.
One problem tho remains, trolls. They'll always be packing cheese to pad their stats and **** off everyone else.
Edited by DeadlyNerd, 01 June 2013 - 07:15 AM.
#8
Posted 01 June 2013 - 07:23 AM
#9
Posted 01 June 2013 - 09:13 AM
Owlfeathers, on 01 June 2013 - 07:23 AM, said:
Easily corrected by giving extra rewards for actually using light mechs, as in the lighter the mech the higher the reward.
There's no R&R anymore so it's easier to play with rewards and gain balance.
A completely different approach is to also give rewards on the amount of default weapons one has on as in a "lore reward".
Edited by DeadlyNerd, 01 June 2013 - 09:15 AM.
#10
Posted 01 June 2013 - 09:34 AM
Why don’t PPCs interfere with each other’s trajectory? Last time I checked charged particles attracted each other.
Why doesn’t the rocket exhaust wake effect other rockets?
Why don’t multiple systems of the same type take longer to reload when fired at once, when they draw from the same ammo/power reserves?
Why is there no recoil effects?
Is the mech warrior universe is fantasy or science fiction? If sify then it owes something to believable science.
It is time the build in some side effects to boating.
Edited by Stardancer01, 01 June 2013 - 09:39 AM.
#11
Posted 01 June 2013 - 11:48 AM
Stardancer01, on 01 June 2013 - 09:34 AM, said:
Why don’t PPCs interfere with each other’s trajectory? Last time I checked charged particles attracted each other.
Why doesn’t the rocket exhaust wake effect other rockets?
Why don’t multiple systems of the same type take longer to reload when fired at once, when they draw from the same ammo/power reserves?
Why is there no recoil effects?
Is the mech warrior universe is fantasy or science fiction? If sify then it owes something to believable science.
It is time the build in some side effects to boating.
How about instead of all those long to implement and properly balance effects a decent hard point system which prohibits boating unless the mech is meant to do so.
#12
Posted 01 June 2013 - 12:03 PM
#13
Posted 01 June 2013 - 12:11 PM
#14
Posted 02 June 2013 - 02:50 AM
These are the solutions I would prefer over this. Let people boat if they want to, but make other choices as viable.
#15
Posted 02 June 2013 - 09:38 AM
badaa, on 31 May 2013 - 10:55 PM, said:
for having a variety of weapons! and the more variety the bigger
the bonus. and how do i know this will work because people are greedy
i figure the only real way to change the meta is to bribe the players.
but that's one mans opinion
posted not read with any real thought
signed
me
Bad idea.
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