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[Suggestion] A Multi-Target Mod For Scouts


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#1 Nik Reaper

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Posted 02 December 2013 - 11:00 PM

". We have just completed the first draft of upcoming new modules and pilot talents that will allow us to further refine the roles that the various BattleMechs partake in. We are also looking at chassis/role specific module slots being added to BattleMechs so that they do not occupy general module slots which can be considered as generic modules. As an example, players who equip a specialized Scouting module may receive higher XP/CB gains when performing scouting actions and players who equip a specialized Brawler module may receive higher XP/CB gains when performing support actions etc. Our plan is to start ramping up generation of these new modules and talents as soon as possible."

This is a nice idea but again, it is a backwords thought.
In order to make the less desirable roles and less used mechs (non jenner lights trying to primerily be scouts for example) what is needed is not just more rewards for those actions, as using those mechs and fufiling that role actually tends to hurt you'r team in the long run, but some actual utility that only they have access to.

Introducing the "MULTI-TARGET MOD" for scouts!
What it does should be self evident to a degree, it allowes specific mechs to hold lock on more than one mechs inside there sensor range, the basic one could allow for 2 extra targets and the advanced one up to 4 extra targets (arbitrary numbers).

So why is this potentially usefull , well so far if the scout goes to scout far ahead of the team and spots the enemy team he needed to press R several times so that allyes in the rear could get some info on the number of enemies by seeing targeted blips for a second as the scout goes through them , and he can type ( never a best option ) how many he sees going where, what this module could allow is for greater situational awerness of the team by locking on several targets and by doing so track and provide LRM lock for them letting his team know where the targets he consders important are moving (AC40 jaggers, 733c's, missile boats) .
This would work best with ECM mechs as they could stand at distance and for the first part of the battle just provide locks from a good overlooking position or from the rear of the enemy team. With this modules like 360 retention for close action and improved sensor range + BAP would have more of a place on scouts as it would much improve there safety and usefulness.

#2 Durant Carlyle

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Posted 02 December 2013 - 11:10 PM

In one of the original dev blogs for the game from Feb 2012 or some such, they already had the idea of a multi-target skill/module for up to 4 targets. It's in the Dev Blog 4 link below.

Dev Blogs showing their original ideas for this game:
Dev Blog 0 - Reboot
Dev Blog 1 -- Community Warfare
Dev Blog 2 -- Information Warfare
Dev Blog 3 -- Role Warfare
Dev Blog 4 -- Role Warfare (Continued)
Dev Blog 5 -- Mech Warfare Part 1
Dev Blog 6 -- Mech Lab

#3 Stingray Productions

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Posted 02 December 2013 - 11:32 PM

......kinda cool......

#4 Nik Reaper

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Posted 02 December 2013 - 11:58 PM

Oki, I hope this reminds them of that :( .





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