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Time To Reevaluate Scouting
#1
Posted 16 October 2013 - 08:06 AM
Post suggestions, go!
#2
Posted 16 October 2013 - 08:14 AM
Then proceed to look at other games and how they did it.
Example:
Scouts could make use of the Tag. Why? It helps the bigger mechs who don't necessarily have time to run off when tagging someone if **** gets hot.
How do we benefit the light?
Well other games, let's take Battlefield give rewards for people who perform supportive tasks. The guy who sits behind the tank with a torch repairing it is getting a decent reward for his job. His job is not hard by any means, but it's necessary and takes a certain spirit to do.
So a light could be rewarded points (XP, cbills?) either the longer the tag is on the target, or the more missiles actually hit it (Or something in those lines)
#3
Posted 16 October 2013 - 08:15 AM
1. Include AI controlled tanks/copters/rocket-trucks etc. Then, depending upon your mech's tonnage, your team gets a certain # of them. (The atlas would likely get none, while the locust would bring several along.)
2. Make the AI controlled tanks rather slow so that scouts can pin down their general area of a group of tanks without them changing position before their team can use said information.
3. Put all AI controlled vehicles under the control of their Lance / Company commander. This would make the commander position mean more, and they could use the scout info to put their AI vehicles in a better position.
Of note - this would also balance ballistics, as their ammo would be more limiting due to having to deal with the vehicles.
#4
Posted 16 October 2013 - 08:18 AM
--billyM
Edited by BillyM, 16 October 2013 - 08:19 AM.
#5
Posted 16 October 2013 - 08:22 AM
#6
Posted 16 October 2013 - 08:26 AM
Make TAG only visible in thermal view.
#7
Posted 16 October 2013 - 08:50 AM
I.e...
- Un-detected target / TAG with damage inflicted on target. +.01% bonus.
- Unopposed point capture +0.2% bonus.
- Force exposure (Number of enemy mechs targeted, TAGed, identified (Maybe a module to lock more than one target is in order?)   +0.2%
- etc..etc..
Edited by DaZur, 16 October 2013 - 08:51 AM.
#8
Posted 16 October 2013 - 08:54 AM
#9
Posted 16 October 2013 - 08:58 AM
 Charons Little Helper, on 16 October 2013 - 08:15 AM, said:
Charons Little Helper, on 16 October 2013 - 08:15 AM, said:
Better yet, put a player controlled Tank in the game that only I can pilot, in the game.
 Wolfways, on 16 October 2013 - 08:26 AM, said:
Wolfways, on 16 October 2013 - 08:26 AM, said:
Make TAG only visible in thermal view.
C3 Master Computers as well bro.
PGI made a woopsie in the early development of the game when they allowed any friendly Mech that sees something and targets it, any of their friends can also shoot missiles at them even if they don't have LOS. Never worked like in other Mech Warriors games, that I played anyway.
#10
Posted 16 October 2013 - 09:06 AM
 General Taskeen, on 16 October 2013 - 08:58 AM, said:
General Taskeen, on 16 October 2013 - 08:58 AM, said:
PGI made a woopsie in the early development of the game when they allowed any friendly Mech that sees something and targets it, any of their friends can also shoot missiles at them even if they don't have LOS. Never worked like in other Mech Warriors games, that I played anyway.
They were taking a cue from Battletech, where friendly mechs allow you to do exactly that for indirect LRM fire. Of course in Battletech LRMs didn't really require a "lock" per se, and indirect fire was significantly harder to hit with than direct fire, especially if the spotting mech wanted to fire its own weapons.
#11
Posted 16 October 2013 - 09:21 AM
Perhaps even make it ping the enemy for the whole side (at least if they are never going to get around to public voip; not so big a deal in voip teams where they can just say where the targets are).
Perhaps increase the target sensor presence when spotted by light mechs (i.e. longer target icon retention after L.O.S. is lost, kinda how like Longbow Apache's paint the targets last known position with millimeter-wave fire-control radar)
Maybe even make upgrades available to them for lights (like target weight class ID on the map/icon).
#12
Posted 16 October 2013 - 09:50 AM
 Steelgrave, on 16 October 2013 - 09:21 AM, said:
Steelgrave, on 16 October 2013 - 09:21 AM, said:
Perhaps even make it ping the enemy for the whole side (at least if they are never going to get around to public voip; not so big a deal in voip teams where they can just say where the targets are).
Perhaps increase the target sensor presence when spotted by light mechs (i.e. longer target icon retention after L.O.S. is lost, kinda how like Longbow Apache's paint the targets last known position with millimeter-wave fire-control radar)
Maybe even make upgrades available to them for lights (like target weight class ID on the map/icon).
They *could have* and *should have* used the pilot lab and module system to create role warfare where the mechlab and construction systems have always failed, both in battletech and mechwarrior. They could have made it so only certain mech classes can have certain module slots. However, they have not, and it's kind of too late. Imagine the uproar if they said "everyone's xp resets to zero so we can implement role warfare." Sure, those of us who are hard core about game balance would love it. However, the vast majority of players would simply see PGI taking something away from them, something that they "earned."
#13
Posted 16 October 2013 - 09:53 AM
 JSparrowist, on 16 October 2013 - 08:22 AM, said:
JSparrowist, on 16 October 2013 - 08:22 AM, said:
This was the first thing that came to mind for me as well. The problem is determining what the values you in relation to the effort it takes to spot and tag. I think there's going to need to be a a threshold or else the only thing people will contribute to a battle is a few spots and tags then move on.
Perhaps making the bonus based upon contribution to the team would be a good way to improve the system, IE the longer you hold the tag or the spot vs. the amount of damage the rest of your team does to the target. This way, you're contributing to the overall success of the team by putting yourself in relative danger by keeping on target instead of tagging or spotting, grabbing some points, then running away.
#14
Posted 16 October 2013 - 09:57 AM
 Lefty Lucy, on 16 October 2013 - 09:50 AM, said:
Lefty Lucy, on 16 October 2013 - 09:50 AM, said:
They *could have* and *should have* used the pilot lab and module system to create role warfare where the mechlab and construction systems have always failed, both in battletech and mechwarrior. They could have made it so only certain mech classes can have certain module slots. However, they have not, and it's kind of too late. Imagine the uproar if they said "everyone's xp resets to zero so we can implement role warfare." Sure, those of us who are hard core about game balance would love it. However, the vast majority of players would simply see PGI taking something away from them, something that they "earned."
I agree they should redo the modules. And I do not think it's too late. Updates happen. If they have to they'll need to refund players and let them repurchase their modules.
Restricting module use is one of the most sensible suggestions I've heard in a while if it means better reinforcement of role warfare.
Edited by MoarDakka, 16 October 2013 - 09:58 AM.
#15
Posted 16 October 2013 - 10:04 AM
 Wolfways, on 16 October 2013 - 08:26 AM, said:
Wolfways, on 16 October 2013 - 08:26 AM, said:
Make TAG only visible in thermal view.
 General Taskeen, on 16 October 2013 - 08:58 AM, said:
General Taskeen, on 16 October 2013 - 08:58 AM, said:
PGI made a woopsie in the early development of the game when they allowed any friendly Mech that sees something and targets it, any of their friends can also shoot missiles at them even if they don't have LOS. Never worked like in other Mech Warriors games, that I played anyway.
These two on so many levels.
#16
Posted 16 October 2013 - 10:13 AM
At least for indirect fire that would be a boon; the rewards are zero at the moment.
#17
Posted 16 October 2013 - 10:28 AM
- Make TAG and spotting more beneficial for the lights class, ex. more of a C-bill bonus than 1200...
- Make capturing points more beneficial ex., add pilot/GXP for capping points, or offer C-bills for assisting/solo capping
- Allow for more ECM usage on Lights, and less on the heavier mechs, or on lights only
- Make it harder to spot the smaller mechs from a distance, ex. you have to be within said KM to even target them
Just a few things I think might help.
It is ridiculous that you can get shot to hell from 3+ LRM boats as a light by being seen from 700+ KM away and do nothing but hope to get out of LOS, or run for cover.
It's also silly that as a light, you have to run in and brawl with all the heavies and assaults.
As a Locust player now, that's impossible to do w/o being killed in <5 seconds.
#18
Posted 16 October 2013 - 11:33 AM
Anyways, I don't believe anything should be done. Scouting is already a vital part of organized matches.
You can increase rewards for being the first to target an enemy mech (when it assigns them the A,B,C, etc. designations). That would incentivize scouting in pug games. Speed and ECM already are making the less combat-worthy lights more suitable for scouting and/or other roles. Except the Locust, that thing is useless. At the very least give it more module slots.
Under no circumstances should "role" rewards be given to specific mech classes.
#19
Posted 16 October 2013 - 11:41 AM
PGI obviously does not want anything other than a Kill & Damage based gameplay.
12 man PUG's = CB/XP grind.
#20
Posted 16 October 2013 - 11:46 AM
 wintersborn, on 16 October 2013 - 11:41 AM, said:
wintersborn, on 16 October 2013 - 11:41 AM, said:
The current reward for scouting is not immediately losing to a base cap or being caught in a really bad position and flanked.
If it needs more, just add the reward for being the first to target an enemy and assigning it a letter designation.
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