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Under Appreciated Lights And Roles


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#1 Storm Khan

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Posted 22 June 2013 - 07:57 PM

Just finished a game where I was piloting a light. Map: River City, even teams, no disconnects, a normal game. Did not engage early (a light after all) and watched the first couple of minutes to see how events were unfolding. It was stalemate so I sneaked around to their base and began capping with the intention of drawing off 1 or 2 enemy mechs to save their base. As was predicted (at least on this map) 2 mechs came after me. As it turned out they were both Quickdraws! The first sign of seismic activity and I sneaked back to my own guys. Didn't even see what the 2 enemy mechs were (till later). As a result, the rest of the guys broke their front line since they were now 2 heavies down and suddenly it was 4 : 0. The rest of the game was spent mopping up survivors and strays (the 2 Quickdraws). My final result was a smallish score and similar XP gained. My impact on the game? We won, 8 : 2. Roles played should somehow have a bigger reward. Perhaps a weighted scoring system where heavier mechs get a lesser score weight and lighter mechs a greater score weight. So a light spotting, targeting, capping etc for the heavier mechs would earn more and so forth, considering they do not have the ability to dish out the damage but require a lot more smarts to survive against the bigger tanks and hit them that many more times to be able to take them down. Unlike a big alpha boat... Thoughts people?

#2 PEEFsmash

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Posted 22 June 2013 - 08:04 PM

Lights are underpowered, under-rewarded, and as you said, underappreciated.

The problem with rewarding lights is that what they do is difficult to quantify. Getting 5 bigs to waste an alpha trying to hit you can lead to a perfect push from your team, but there is no way to reward that.

I think the best thing to do is to make bigger rewards for WINNING. This game is about WINNING, and when you influence the game in a positive way that leads to winning, you deserve the reward, no matter how you did it...be it damage, kills, assists, scouting, capping, or distracting fire.

Reward winning above all else, and these problems will solve themselves. Except the problem where PGI needs to buff lights, mediums, and brawlers in general.

#3 BladeSplint

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Posted 22 June 2013 - 08:14 PM

As far as C-bill grinding goes lights and meds are actually pretty fairly balanced right now, spotting and kill assists can net you mad bank. Spotting and TAG-ing could definitely use more recognition in game score though, it seems to be based mostly on damage right now which is rather annoying.

#4 Storm Khan

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Posted 23 June 2013 - 05:21 PM

Another improvement is to also allow earning XP for partial capping. That would indirectly satisfy the tactical role of "fake" capping to draw enemy mechs away from the front line. I believe that currently you only get XP for capping or helping to cap a base completely.





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