xhrit, on 27 October 2013 - 02:32 AM, said:
Exactly. A scouts role is to find the enemy, then sow confusion, disrupt troop movements, seize high ground, destroy targets of opportunity, capture control points, exploit weaknesses in an enemy line, recover damaged mechs by bailing them out of a 1v1, or just straight up damage designated targets when the lance/company leader calls out what mech everyone should focus fire on.
I think I have discovered the issue here. The issue here is you are ignorant of actual real life military tactics, and or have zero imagination. A Jenner does not dig a spike pit for Atlases to fall in. They dig a kill box for Atlases to fall in.
I think part of the problem we see is that the maps we have are not the proper size to get the utility of the scout to it's proper context. Alpine comes close, but if you compare it to forest colony....
A scout needs to be able to sow confusion, or pull large portions of the enemy away from the main body so that your own main body can crush them, then move on to the tasty snack that the scout pulled away. With small maps this is impossible, since even if the scout pulls them away, with the slowest mechs still moving over 50kph they can get back in gun range if they figure out where the main body is.
Alpine helps because it has natural barriers that impede large mechs from going over (mountains) to help the main force. Good use of scouts and mediums can bait certain aspects away for the majority of the fight.
When you fight in a cardboard shoebox, the tactics become full aggression, not subversion, coercion or evasion. This is why many times in pugs you see a good push win. Might not be coordinated, but if one team uses full aggression and can down mechs in a timely manner they can win. Defense in pugs hardly ever works in my viewing, except on the larger maps.