

Excessive Sensor Range Is Preventing Role Warfare (Scouting)
#1
Posted 03 June 2013 - 02:34 PM
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.
Scouting is pointless without ECM, currently. If you can see them, they can see you, since sensor range is longer than TAG or NARC ranges. Scouts are virtually pointless because the game auto-targets enemies for the player at ranges that are longer than most weapons' effective ranges. Imagine if those 45-damage poptarts actually had to identify targets using (gasp!) their own eyes. Or if LRMs could actually be powerful because without scout support (or sacrificing power f, they can't be used for half of their range.
What if light mechs were usable as scouts without ECM?
Reasoning behind the changes:
Sensor range - Sniper weapons and LRMs tend to be more powerful than they ought to be. This is because the game identifies targets for the player at long ranges, and gives them a box around the target, allowing them to hit an enemy easily, even if they can't see them clearly.
By reducing sensor range, sniper weapons now either require scout support, or sensor suites (BAP and a module). It also frees up scouts to... be scouts, since they now have methods of identifying targets without being in sensor range.
TAG range - Just so that a scout can still outrange enemies with one sensor upgrade.
TAG beam - So that scouts don't have to broadcast their position to paint a target.
TAG hardpoints - So that sniper/LRM boat builds cannot make up for their own shortcomings by using TAG, since this would mean teamwork is still largely unnecessary.
NARC time limit - It's unnecessary, and makes NARC pointless to take, since it's so heavy, and takes a missile hardpoint. I'd also consider removing the damage limit instead, and dramatically increasing the time limit.
NARC range - Same reason as TAG, but even moreso, since it's much heavier/larger than TAG, and still has the limit(s) of damage or time. Plus, it requires a missile hardpoint, so it needs to replace a missile system of some kind, meaning it hurts boats quite a bit, and lights would have to give up an SSRM launcher.
NARC speed - So that it's a bit more reliable to hit enemies with.
"Warning: Targeted" message - This is just a terrible idea to begin with. it makes it impossible to be a real scout, because as soon as you identify a target, they know someone's looking at them, and will start looking for you.
These suggestions would help lights be scouts, instead of wannabe brawlers. Lights (and mediums, to an extent) would gain more power over the flow of the battle, ensuring that their team is not flanked, or ambushed, and doing a little pecking once the fight has started, rather than just waiting for the brawl (that never comes due to snipers ruling the game) and then being as annoying as possible, or just capping in Assault.
Or course, there are still quite a few other issues that plague the game, such as lack of heat penalties, super-easy aiming, SRMs being nerfed instead of SSRMs, LRM yo-yo, etc. This is just one idea to add some actual gameplay variety, and give lights a role other than 'ankle-biter'.
#2
Posted 03 June 2013 - 02:36 PM
While It'll most likely be more common when 12v12 launches, it isnt very practical right now unless you have ECM and go faster than 140kph. I like these ideas, but as a person who doesn't pilot Lights, I cant really say I know much about it.
But NARC and TAG still need a boost. NARC especially.
#3
Posted 03 June 2013 - 02:40 PM
#4
Posted 03 June 2013 - 02:45 PM
#5
Posted 03 June 2013 - 02:46 PM
Not the players fault though I must say.
If scouting had a real role this would not be a topic.
#6
Posted 03 June 2013 - 02:47 PM
#7
Posted 03 June 2013 - 02:49 PM
Can the devs get the game to recognize spotting and increase XP for kill assists? I bet they can.
#8
Posted 03 June 2013 - 02:50 PM
Scouting is still very relevant due to multiple covering approaches and larger maps, it's just forgotten due to effective fast communication and team play. Hopefully cw will fix that
#9
Posted 03 June 2013 - 02:51 PM
Secondly, there's little *need* for scouting on the small maps we have.
Last but not least, there's no incentive for scouting. If the game had a better reward structure, this wouldn't be a problem. The current reward system heavily favours assault and heavy 'mechs, and see where that has gotten us.
Edit: I'm just going to put this here: Dev Blog 4: Role Warfare (cont).
Read it and weep over what this game could have been.
Edited by stjobe, 03 June 2013 - 03:08 PM.
#10
Posted 03 June 2013 - 03:03 PM
#11
Posted 03 June 2013 - 03:17 PM
#12
Posted 03 June 2013 - 03:19 PM
#13
Posted 03 June 2013 - 03:58 PM
East Indy, on 03 June 2013 - 02:49 PM, said:
Can the devs get the game to recognize spotting and increase XP for kill assists? I bet they can.
O_o No capping 'till all enemy units have a letter assigned to them?



#14
Posted 03 June 2013 - 04:25 PM
When things were in a better place that encouraged more maneuvering scouting was vital. If a handful of enemy assaults appear on your flank before you can reposition you're done.
#15
Posted 03 June 2013 - 04:30 PM
Edited by FupDup, 03 June 2013 - 04:30 PM.
#16
Posted 03 June 2013 - 05:09 PM
Without turning 'scout' mechs into worthless sinks for combat purposes, and removing electronics from assaults, this is how it's gonna remain.
#17
Posted 03 June 2013 - 06:48 PM
FupDup, on 03 June 2013 - 04:30 PM, said:
I made a suggestion about that and more:
http://mwomercs.com/...s-side-effects/
#18
Posted 03 June 2013 - 06:59 PM
Lighter mechs generally have longer sensor ranges while heavier ones have shorter ones. You can obviously have exceptions to the rule.
#19
Posted 03 June 2013 - 07:02 PM
Also, this would turn all newbs into:
#20
Posted 03 June 2013 - 07:09 PM
Sable Dove, on 03 June 2013 - 02:34 PM, said:
[snip]
Or course, there are still quite a few other issues that plague the game, such as lack of heat penalties, super-easy aiming, SRMs being nerfed instead of SSRMs, LRM yo-yo, etc. This is just one idea to add some actual gameplay variety, and give lights a role other than 'ankle-biter'.
Good post. While the whole raft of "issues" are preventing the promised scouting role, your ideas are all sound and I agree almost entirely. I think Zylolos is onto something with different sensor ranges for different mechs. Once streaks are no longer broken, the Raven will be a pretty weak mech barring the ECM version and the Commando is already trash fodder, giving them stronger sensors would make "game sense". While I'm on, the non-ECM spiders need something, frankly, they're utter pointless sh!te as they stand.
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