

Role Warfare Fair?
#21
Posted 16 October 2013 - 04:42 AM
#22
Posted 16 October 2013 - 04:43 AM
Krivvan, on 16 October 2013 - 12:36 AM, said:
- Scouting: They start each game with the scouting role and do scouting later if any element of the opposing team is missing.
- Fast Response: When your team has made a mistake and requires a fast response, only Lights can usually make it there in time. Most of the time this is the need to defend a base cap, but sometimes you need to help out someone on your team in combat.
- Combat: Lights can be extraordinarily deadly in combat, but generally require that a fight has already started in order to be of use. Once they are in a situation where they can lose the attention of an enemy and constantly hit back, they can rack up damage, kills, and assists comparable to Heavies and Assaults.
- Skirmishing/Strafing: A variation of the combat role, they act as a sort of weaker jump sniper when they have nothing better to do during a standoff.
- Assassinating: A very important role is taking down opponents that are weakened and attempting to flee and/or otherwise survive. You want enemy mechs (unless weaponless) to be taken down ASAP. This can mean taking a risk behind enemy lines to put a final blow on an enemy, or getting behind an enemy trying to hide its back in order to take it down. This can also mean taking down the rare isolated Heavy/Assault if the situation allows for it.
- Capping: This should be obvious, but mindless capping right off the bat isn't the right way to go about it. Capping should be done as an opening to your team making an offensive push, as a way to achieve victory when outnumbered (the heavier mechs have a holding action until you finish capping), lure enemy lights back to the base, and etc.
- Spotting: I generally hate lights being used for spotting, since I think that is a complete waste of their abilities and leaves them far too vulnerable to snipers, but some people consider lights to be meant for spotting with TAG and etc.
- Light hunting: Lights are generally decent at hunting other lights. Taking down other lights usually means your lights are free to do any of the above roles without as much trouble
truth
#23
Posted 16 October 2013 - 04:48 AM
#24
Posted 16 October 2013 - 04:49 AM
Krivvan, on 16 October 2013 - 01:05 AM, said:
Forward Observer The new name in scouting.
#25
Posted 16 October 2013 - 05:12 AM
#26
Posted 16 October 2013 - 05:59 AM
Artgathan, on 16 October 2013 - 04:40 AM, said:
What if we made radar range dependent on tonnage? The lighter the mech the longer the radar range.
We could even go a step further and do the inverse: heavier mechs can be detected from further away than lighter mechs. (IE: if I'm staring at a Locust and an Atlas standing shoulder to shoulder, depending on the range I might be able to get a radar hit off the Atlas but not the Locust).
This would go a long ways in helping to define roles.
I wouldn't so much pin it on tonnage, but on what the mech is defined to do. But in do this, you also need hardpoint size limits because then players will just play a mech with a better sensor range because they can still fit PPCs in Medium Laser locations.
You would also need to redefine what ECM is suppose to do (which is sorely needed anyways) so that SSRMs and LRMs can still provide a benefit, even in a field of ECM.
#27
Posted 16 October 2013 - 05:59 AM
#28
Posted 16 October 2013 - 07:02 AM
Rhent, on 15 October 2013 - 10:21 PM, said:
It wouldn't be that hard to make some light only mods that would increase LRM range OR speed OR damage when the light uses TAG. Also make it where Lights that are TAG'ing gets a larger share of the XP and the bonus damage they are doing due to their mod gets applied to the Light mech.
If they implement anything to increase the capping bonus it will just increase cap warrior and no one wants that.
Seems you are confusing scouting with spotting.
Scouting is locating enemy positions and composition and reporting that intel.
TAG/BAP/sensor range mod./dat speed mod./target retain mod.are all useful tools for scouting.
Spotting is retaining contact with a desired target to direct LRM fire onto the target and to confirm effects of incoming fire to the target.
TAG/target retention mod./360 target mod. are useful tools for spotting.
#29
Posted 16 October 2013 - 07:59 AM
Lykaon, on 16 October 2013 - 07:02 AM, said:
TAG/BAP/sensor range mod./dat speed mod./target retain mod.are all useful tools for scouting.
Reward: Nothing.
Lykaon, on 16 October 2013 - 07:02 AM, said:
TAG/target retention mod./360 target mod. are useful tools for spotting.
Reward: 25 XP, 1,100 CB if you keep the lock until the missiles hit, once per target per team-mate.
#30
Posted 16 October 2013 - 08:04 AM
#31
Posted 16 October 2013 - 10:48 AM
Giving each weight class specific "role" bonuses is a terrible idea. It forces the weight class into roles rather than letting the specific build of a mech have a role.
Not all lights are suitable for the same roles. I described a typical light's jobs but something like the 2xERLL Raven is going to have very different roles from a 5xML Jenner.
What there should be are weight class independent rewards. Being the first to target a specific enemy should have a decent reward. That alone would have people actually scout in pug games.
Edited by Krivvan, 16 October 2013 - 10:48 AM.
#32
Posted 16 October 2013 - 11:55 AM
CypherHalo, on 16 October 2013 - 05:12 AM, said:
While they have shied away from 'respawns', they have talked about a a 'dropship' mode where you would be able to choose any 4 readied mechs to take out and when 1 is lost you can take a new one out... Until you have no more. Though this has 2 problems: longer games (way longer) and splitting XP rewards between mechs/variants used. Games liek War Thunder already do this btw...
#33
Posted 16 October 2013 - 01:27 PM
Lykaon, on 16 October 2013 - 07:02 AM, said:
Seems you are confusing scouting with spotting.
Scouting is locating enemy positions and composition and reporting that intel.
TAG/BAP/sensor range mod./dat speed mod./target retain mod.are all useful tools for scouting.
Spotting is retaining contact with a desired target to direct LRM fire onto the target and to confirm effects of incoming fire to the target.
TAG/target retention mod./360 target mod. are useful tools for spotting.
You can't have Scouting in the game. We have a working C3 system now that everyone has access to by default. ECM can interfere with the C3 system and TAG can allow a mech to act as a scout + spotter in that limited scenario.
#34
Posted 17 October 2013 - 02:05 AM
Shadey99, on 16 October 2013 - 11:55 AM, said:
They scratched that idea some time ago. More recently they've mentioned being able to take 4 mechs (I'd assume your ready list) and picking from them once you know where you're going, but not jumping in a new one when you lose one.
Rhent, on 16 October 2013 - 01:27 PM, said:
You can't have Scouting in the game. We have a working C3 system now that everyone has access to by default. ECM can interfere with the C3 system and TAG can allow a mech to act as a scout + spotter in that limited scenario.
No. You obviously have no idea what BT C3 is. BT has spotting that has nothing to do with using C3. MWO also has spotting, and it has nothing in common with C3.
#35
Posted 17 October 2013 - 03:17 AM
Since we have no other Indirect fire weapons and LRM boats are very well capable of firing their missiles without spotting (or use a TAG anyway), why even go down this road?
In a different game I would say, the "scout" has orbital fire-support and its dmg counts towards him. But this is Battletech and we are in a FPS game, nobody wants to just point at a target and do nothing. Its pointless and boring.
That "roles" are more like rpg "classes", with floating boarders, but in general it should look like this:
Light = Rogue
Medium = Ranger
Heavy = Mage
Assault = Tank
Depending on the chassis and load-out one might bend the roles a bit but a medium for example should never be able to "tank" better then an Atlas.
The class example is only a rough pov, one certainly could argue what the difference between a "mage" and a "hunter" is and what they should be capable of etc...
Edited by Nryrony, 17 October 2013 - 03:19 AM.
#36
Posted 17 October 2013 - 03:20 AM
Nryrony, on 17 October 2013 - 03:17 AM, said:
Scouting does exist, but I suppose you could describe it more as a task that is best done by Lights than a role that defines Lights. The scouting is also actually just scouting, as in determining enemy positions and nothing else.
Edited by Krivvan, 17 October 2013 - 03:20 AM.
#37
Posted 17 October 2013 - 03:25 AM
Nryrony, on 17 October 2013 - 03:17 AM, said:
Since we have no other Indirect fire weapons and LRM boats are very well capable of firing their missiles without spotting (or use a TAG anyway), why even go down this road?
In a different game I would say, the "scout" has orbital fire-support and its dmg counts towards him. But this is Battletech and we are in a FPS game, nobody wants to just point at a target and do nothing. Its pointless and boring.
That "roles" are more like rpg "classes", with floating boarders, but in general it should look like this:
Light = Rogue
Medium = Mage
Heavy = Ranger
Assault = Tank
A Mage can throw damage but cant take a hit.
Krivvan, on 17 October 2013 - 03:20 AM, said:
Scouting does exist, but I suppose you could describe it more as a task that is best done by Lights than a role that defines Lights. The scouting is also actually just scouting, as in determining enemy positions and nothing else.
Scouting happens when you have Comms. The Scout doesn't get XP but he does get the gratitude of his team mates.
#38
Posted 17 October 2013 - 04:09 AM
OneEyed Jack, on 17 October 2013 - 02:05 AM, said:
Really? I recall hearing about the whole dropship thing again in one of those NGNG podcasts a bit ago (a month maybe?), though in context it was a discussion on the new planetary defense game mode that is part of CW...
#39
Posted 17 October 2013 - 07:49 AM
Joseph Mallan, on 17 October 2013 - 03:25 AM, said:
A Mage can throw damage but cant take a hit.
I think all you read was this:
Nryrony, on 17 October 2013 - 03:17 AM, said:
Medium = Mage
Heavy = Ranger
Assault = Tank
And bather defently not to read this...
Nryrony, on 17 October 2013 - 03:17 AM, said:
Anyways, here we go again:
This is not Battletech this is Mechwarrior Online, this means we don't have cotrol over infantry, tanks, dropships, battlecrusers (in Orbit), Aircraft, artillery or multiple mechs.
The reason for this is because it is not a strategy game, like the TT is. But it is a real time fps about mechs shooting mechs in team-fights.
And since we can only control one mech per person, they need to have at least a rough balance. If this is not give, there won't be a rational reason to play an inferior mech.
To avoid such a system and make everyone useful, a class/role system makes sense.
This was just a rough example, don't take it too literally...
Nryrony, on 17 October 2013 - 03:17 AM, said:
Medium = Mage
Heavy = Ranger
Assault = Tank
However, I think a rogue is a fitting description for the role a light could for-fill. Like a rogue, they are fast, don't deal much dmg in direct combat, but have the ability to doge and back-stab.
Note that armor does not and should not equal survive-ability, same goes for firepower and the ability to kill your enemy.
- In short, if you don't hit you don't deal dmg, therefor armor wouldn't be a factor.
- The point where you hit can be more important then the actual dmg you deal.
If we improve the "roles" we already have and change them eventually into a balanced class based system, we would have a very nice solution that is fair for every one.
Joseph Mallan, on 17 October 2013 - 03:25 AM, said:
In a PUG FPS world do you really think people would even care for that gratitude? I just think you have a very optimistic view here.
#40
Posted 17 October 2013 - 08:11 AM
Nryrony, on 17 October 2013 - 07:49 AM, said:
However, I think a rogue is a fitting description for the role a light could for-fill. Like a rogue, they are fast, don't deal much dmg in direct combat, but have the ability to doge and back-stab.
Rogue gets stealth, though. Light is forced to rely on bugs in the system. The day shots start hitting properly is the day everyone can sell their lights. Their fighting ability is completely inexistent without the opposition not being able to reliably fire back, scouting has no purpose and the only thing that remains is capping points, which in itself is there only for two purposes. To make people angry, ruin matches and expand the C-Bill grind, as neither side gets anything more than a pocket change when a cap victory happens, but the time invested into the match is usually in the biggest metrics.
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