

Ams Assist Reward
#21
Posted 26 October 2013 - 01:43 PM
I mean that's all AMS is. a Machine gun. Let the Jagermechs use their MGs against incoming missles!
#22
Posted 26 October 2013 - 01:44 PM

that would be a fun way to keep track of how useful your ams was that round.
Edited by King Arthur IV, 26 October 2013 - 01:48 PM.
#23
Posted 26 October 2013 - 01:48 PM
Christof Romulus, on 26 October 2013 - 01:37 PM, said:
Sure, but I think the teamplay aspects of just bringing it there cannot be understated. Sure AMS is primarily for saving your arse from missiles, but to say that there's no value in having AMS to stop volleys of missiles from hitting your teammates is sad. I'm not saying all missiles will hit the intended target (often, they do not), but the game should be able to predict which missiles would have hit the target had AMS not intervened, and that is worth rewarding the AMS user for.
Edited by Deathlike, 26 October 2013 - 01:48 PM.
#24
Posted 26 October 2013 - 02:02 PM
#25
Posted 28 October 2013 - 05:09 PM
an i have been killed many of time from ammo explosion on the AMS ammo an small reward for the rish to help my team would be nice
also to have an on off button for AMS is something i really want to have when im moving in a group that does not need my AMS support
#26
Posted 28 October 2013 - 05:25 PM
FinsT, on 25 October 2013 - 01:46 AM, said:
Oh, sure, i understand you want wide array of rewards, it's quite obvious. What i was referring to - is not your wish nor my desire, but objective need to keep user interfaces and data structures not being excessively complex. This is well known principle in gamedev, which we may like or hate personally, - which doesn't change it. Last paragraph on this page sums this principle pretty well: "Complexity control can best be summarized as "keep it simple, stupid".". Sidenote: i still wonder if "stupid" refers to the content which is to be kept simple, - or to the reader of the advice. Or may be both? =)

Giving incentive to promote teamplay is not increasing complexity. The concept of "help your teammates and get rewarded" is not hard to grasp.
There are several good examples of this in the gaming industry, one that puts it to good use is the Battle Field series. Now you can dig up all sorts of complaints about BF, but dishing out rewards for teamplay is not one of them.
#27
Posted 28 October 2013 - 05:58 PM
#29
Posted 01 November 2013 - 09:41 AM
Long story short, I voted no, because you should not get any bonus that can be obtained without ever touching the controls.
#30
Posted 01 November 2013 - 09:55 AM
#31
Posted 02 November 2013 - 04:23 PM
#32
Posted 03 November 2013 - 04:55 PM
#33
Posted 03 November 2013 - 06:02 PM
#34
Posted 03 November 2013 - 07:49 PM
It also leads to the questions of who is paying us, and why?
#35
Posted 04 November 2013 - 02:36 AM
Kazairl, on 03 November 2013 - 07:49 PM, said:
It also leads to the questions of who is paying us, and why?
The leader of your Merc Corp/House Unit is paying you for lessening the damage to his mech's. Simple. Also your right all countermeasures need to be rewarded, that was the whole idea behind the role warfare scheme.
If you have BAP and get close enough to an enemy with ECM that in turn allows your missile boats to lock and fire onto that mech then you should be rewarded. At the same time if your an ECM carrying mech and you get close to an LRM boat that stops him from locking onto your mech's then you should be rewarded. I'm not talking huge game breaking rewards here but just a little bonus to show that the game appreciates your actions and wants you to continue being a team player. PUG matches would be a lot more fun if your team actually has a reason to help each other out.
#37
Posted 15 November 2013 - 08:49 AM
#38
Posted 19 November 2013 - 06:36 PM
XPH Aku, on 03 November 2013 - 04:55 PM, said:
That really hits it on the head as to why AMS is used so rampantly. Nearly every match I'm in, 2/3 of my team has AMS. My own stats for using the LRM 15 read that it has a 15% accuracy, which, for a homing weapon, is embarrassing. I accredit this not to clever pilots ducking behind cover, but AMS being on nearly every mech on the field.
#39
Posted 24 November 2013 - 02:18 PM
Kastor1994, on 19 November 2013 - 06:36 PM, said:
That really hits it on the head as to why AMS is used so rampantly. Nearly every match I'm in, 2/3 of my team has AMS. My own stats for using the LRM 15 read that it has a 15% accuracy, which, for a homing weapon, is embarrassing. I accredit this not to clever pilots ducking behind cover, but AMS being on nearly every mech on the field.
Edited by Gray 46rus, 24 November 2013 - 02:19 PM.
#40
Posted 25 November 2013 - 03:32 PM
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users