

Excessive Sensor Range Is Preventing Role Warfare (Scouting)
#21
Posted 03 June 2013 - 07:10 PM
#23
Posted 03 June 2013 - 07:17 PM
Und3rSc0re, on 03 June 2013 - 07:10 PM, said:
When it was hard to hit at long range LRMs did this. Or fast mediums with streaks and lasers.
However now there is no real downside to taking all extreme range weapons you will never have a situation where you are not going to be pounded at range rather than spotting some brawlers who cannot touch you.
Balance is an ecosystem and needs to be planned out. This is like an ecosystem being evolved every few weeks by introducing new species into the mix that either die or become dominant. There is not granularity to balance, no reason not to default to certain builds.
Game design needs careful plannign about suspected behaviours and PGI it seems have not thought ahead on that or have so many new features they do not care until they are done.
The information warfare aspect of MWO is so poorly thought out or at least how it is implemented right now as to beg the question what was the original vision?
#24
Posted 03 June 2013 - 08:57 PM
reducing sensor range when it is already barely able to support LRMs is bad. and they can only see you if they have LOS you can sneak up on enemies. it happens a lot.
scouting just take the proper mindset and diffeent skills.
players need to get over the light mechs are god thing and learn to play them I score as well in my commando (The lightest weakest mech in the game and the "Slowest" scout as well. as anything but my assault brawlers.) just differently.
Edited by MasterErrant, 04 June 2013 - 03:26 PM.
#25
Posted 03 June 2013 - 09:22 PM
Vassago Rain, on 03 June 2013 - 05:09 PM, said:
Without turning 'scout' mechs into worthless sinks for combat purposes, and removing electronics from assaults, this is how it's gonna remain.
My mastered Raven 3L has 4 module slots. I pack an ECM, BAP, Adv Sensor, Seismic, and have 2 modules left. My sensor range is 1200m, I move at 150+ kph, and can detect moving Mechs within 400m. Your assault is nowhere near as good a scout as my 3L.
Scouting is extremely useful on the larger maps. I can get out, find your whole team, and report their locations and route back to my team. This allows them to decide how they wish to deploy. On many maps, I can be behind you before your team can even deploy, and have you all lit up for my team. This is especially viable on frozen city, caustic valley, canyon, alpine, and tourmaline.
People say that there are no "rewards" for scouting. Well, that all depends on how you see rewards. I see victory as the reward. When I pilot a light Mech, I know I am not going to take top damage. So I don't even try. My job is to find the enemy, provide LOS targeting for missile carriers, cap bases, and intercept other light Mehcs that try to cap our base. There is your role warfare. Most people just don't like the role as it isn't "Glorious" and they want to be the damage dealers.
#26
Posted 03 June 2013 - 09:37 PM
The Strange, on 03 June 2013 - 09:22 PM, said:
My mastered Raven 3L has 4 module slots. I pack an ECM, BAP, Adv Sensor, Seismic, and have 2 modules left. My sensor range is 1200m, I move at 150+ kph, and can detect moving Mechs within 400m. Your assault is nowhere near as good a scout as my 3L.
Scouting is extremely useful on the larger maps. I can get out, find your whole team, and report their locations and route back to my team. This allows them to decide how they wish to deploy. On many maps, I can be behind you before your team can even deploy, and have you all lit up for my team. This is especially viable on frozen city, caustic valley, canyon, alpine, and tourmaline.
People say that there are no "rewards" for scouting. Well, that all depends on how you see rewards. I see victory as the reward. When I pilot a light Mech, I know I am not going to take top damage. So I don't even try. My job is to find the enemy, provide LOS targeting for missile carriers, cap bases, and intercept other light Mehcs that try to cap our base. There is your role warfare. Most people just don't like the role as it isn't "Glorious" and they want to be the damage dealers.
I have the same stuff on my DDC, but it's a much better platform for it, and comes with guns. Light mechs are useless. I don't even have to get up close to use my gear, because I can boat any/all of the following, depending on my engine: LRMs, PPCs, UAC5s, brawling punches, streaks.
The only roles I play are command totem pole and brawler.
#27
Posted 03 June 2013 - 11:59 PM
Amen The Strange
Edited by Theodor Kling, 04 June 2013 - 12:01 AM.
#28
Posted 04 June 2013 - 12:22 AM
I also do not believe TAG/NARC should be relegated to only certain mechs.
On the other hand I do think they should both let you target a shutdown mech. Which would add one more advantage to them.
#29
Posted 04 June 2013 - 12:37 AM
#31
Posted 04 June 2013 - 12:55 AM
Forest Colony / River City maps are so small that you can see where the enemy is moving to right from your base.
Frozen City, Caustic - fighting happens in the same spot 95% of the time anyway.
Tourmaline, Alpine - maps are big enough... but again fighting takes place in the same spots anyway. Lights end up as fast brawlers.
That's assault. On conquest you fight over beacons that send distress signals when they get capped - telling you exactly where enemies are - scouting is even more pointless.
Tweaking sensor ranges / TAG/ / NARC will not change this fundamental fact. Scouting is useless.
#32
Posted 04 June 2013 - 01:12 AM
Sable Dove, on 03 June 2013 - 02:34 PM, said:
How come I haven't noticed this for the past few months?

I remember when it was "new", but I thought it got removed?
Only seen "Warning: Incoming Missiles" of course.
#33
Posted 04 June 2013 - 02:14 AM
Chamelion665, on 04 June 2013 - 12:37 AM, said:
I would love that.. but it won´t hapen for 2 reasons: IT´s too complicated.
Yeas that´s two reasons because it means: It would not apeal to CoD and Co kids
And it would take PGI forever to implement it. I mean they are nearing a year of work to implement a game lobby... do you honestly think they havetime to spare for dynamic sensor ranges?
#34
Posted 04 June 2013 - 02:25 AM
#36
Posted 04 June 2013 - 06:07 AM
The idea was a base sensor strength based on the mech (basically the range of sensors).
Then there was a modifier based on equipment and mech size, which modified the distance to see the mech.
ECM would reduce the modifier so that you would need higher sensor strength to spot a mech.
BAP would increase the modifier so that you would lower sensor strength to spot a mech.
He also added a rule for passive sensors, which reduced both sensor strength and the modifier.
#37
Posted 04 June 2013 - 06:24 AM
Asmudius Heng, on 03 June 2013 - 06:48 PM, said:
It was a good post. Very detailed. Lots of modes and buttons. Approximately, 1000x more complicated that reasonable in a match that lasts 7 mins, 2 spent finding the enemy and getting in range and 2 spent hunting down the last guy.
Still there is gold to be mined.
#38
Posted 04 June 2013 - 06:27 AM
Goose, on 03 June 2013 - 03:58 PM, said:



Easy for you to say Buddy. You have that nice lil Macro that spams the "R"! We can start capping within secons of you finding the enemy.

Thanks for that BTW. It is nice to know my enemy before having to face them!

#39
Posted 04 June 2013 - 07:37 AM
Sable Dove, on 03 June 2013 - 02:34 PM, said:
Decrease default sensor range to 600m.
Increase TAG range to 800m. Make the beam invisible to enemies.
Restrict TAG to dedicated hardpoints only on light/medium mechs.
Remove time limit on NARC. Increase range to 1000m. Increase projectile speed to 1000m/s.
Remove "Warning: Targeted" message.
Wow, where do I begin with this. While I do believe sensor range is a bit strong in the context of the game, electronic sensors in warfare are actually capable of locking on from much much farther than this. An F-15 can lock from several miles away. A small reduction perhaps, but not this extreme.
Restricting TAG to lights and mediums makes no sense especially as this equipment weighs almost nothing. It would nice to have an invisible beam consider it infrared or something, but the beam would still be visible in heat mode.
Perma NARC is probably the least likely to be applied. Imagine if you could lock up an Atlas with a NARC that never wears off. This guy would always be targeted and would have LRMs on him until dead. Would not work. While NARC is slow, 1000m/sec is excessive. A fired sensor suite that "sticks" to an enemy mech should not travel at bullet speed.
Remove Warning Targeted I agree with and there's been debate on this before. In fact, I don't remember hearing this that often or maybe at all recently.
-k
#40
Posted 04 June 2013 - 08:00 AM
Sable Dove, on 03 June 2013 - 02:34 PM, said:
TL;DR: To make scouting more valuable, and give lights a more unique role, I suggest the following:
Decrease default sensor range to 600m.
Increase TAG range to 800m. Make the beam invisible to enemies.
I agree.
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Remove time limit on NARC. Increase range to 1000m. Increase projectile speed to 1000m/s.
No. TAG is for all mechs. If I want to use up an energy slot for it and to support my own missile use I should. Lights are rarely scouting as it is and even if it became their role they wont do it. Why? Lights and mediums have too many weapon hardpoints which lure them into being rabid laser/SSRM bunnies.
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Absolutely agree. This is one of the biggest reasons why LRMs in their current fixed damage is not faring so well.
Simple scenario: Your entire team runs in the open. Enemy missile boat fires from 1km away. Only YOUR mech gets the missile warning.... so you rush to the nearest cover. The rest of your team sees the incoming missile swarm, gets no message...ignores it and keeps going.
Alternatively, the TAG could be made to REMOVE the missile warning (since its laser guided not radar guided)... or a special module could be created that reduces the range at which enemy mechs receive the missile warning (1/2=800m warning, 2/2 = 500m warning)... OR my favorite: Missile warning is not shown unless the mech has AMS installed.
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