Giving Teammates More Info About Each Others Mechs As Well As Giving More Authority To The Commanders.
#21
Posted 11 March 2014 - 11:06 AM
#22
Posted 11 March 2014 - 01:39 PM
Sephlock, on 10 March 2014 - 12:47 PM, said:
Like the sound of a crying baby.
Really, they should just TELL us who's grouped up on the interface, and lock those players together when shifting them between lances, unless the group approves a commander to split them.
edit:
I also LOVE the idea that the drop positions are shown for each lance on the map, and the commander can assign routes, commands, goals during the FULL 1 or even 2 minute pre-launch prep. This, along with better information on general mech loadouts (Indirect fire/Short range/Long Range/mixed(no dominant range)/Support (tag/narc/ECM/BAP) are really all you need to know in addition to mech variant.
Edited by Prezimonto, 11 March 2014 - 01:46 PM.
#23
Posted 11 March 2014 - 01:59 PM
Prezimonto, on 11 March 2014 - 01:39 PM, said:
edit:
I also LOVE the idea that the drop positions are shown for each lance on the map, and the commander can assign routes, commands, goals during the FULL 1 or even 2 minute pre-launch prep. This, along with better information on general mech loadouts (Indirect fire/Short range/Long Range/mixed(no dominant range)/Support (tag/narc/ECM/BAP) are really all you need to know in addition to mech variant.
#25
Posted 12 March 2014 - 12:25 PM
#26
Posted 12 March 2014 - 05:40 PM
I would like to make a suggestion, only commanders can see the whole teams load out, or mech stats. Lance mates can see their own lances stats.
The commander should be able to move teammates around in the prematch screen, however players who are in 2-4 man groups in a pug drop are locked into the same lance. Private matches, or matches for CW can be moved as the commander sees fit.
#27
Posted 13 March 2014 - 10:53 AM
Chi Tatsu, on 12 March 2014 - 12:25 PM, said:
What does CW have to do with this? I don't understand. Having the tools available to lay a good plan now should be a good thing whether CW is here or not.
Could you be so kind and explain why you have this opinion to me?
Dirus Nigh, on 12 March 2014 - 05:40 PM, said:
I would like to make a suggestion, only commanders can see the whole teams load out, or mech stats. Lance mates can see their own lances stats.
The commander should be able to move teammates around in the prematch screen, however players who are in 2-4 man groups in a pug drop are locked into the same lance. Private matches, or matches for CW can be moved as the commander sees fit.
Yes. I can understand the part about players that drop in a group not being pushed into other lances.
But i think all the lances in the company would know each others loadouts since they are supposed to be proffesionals.
You don't ride in a huge battlemech unless you have some skill and a good head on your shoulders.
But that's just my opinion.
Edited by Spleenslitta, 13 March 2014 - 10:55 AM.
#28
Posted 13 March 2014 - 10:57 AM
If I'm in a game of random PUG's, which I am, in every game, because there's no CW, then this functionality serves no purpose for me because no one's going to follow the plan anyway.
When community warfare is available and we can do desired number of team drops (2v2, 3v3, 4v4 etc) then this serves a purpose for clans/factions that will actually follow the strategy and benefit from it.
Aside from this, I love the idea, and any doodling done on the map with the team prior to launch (60 second window?) should stay on the map in the game for the team to execute.
#29
Posted 13 March 2014 - 11:23 AM
Chi Tatsu, on 13 March 2014 - 10:57 AM, said:
If I'm in a game of random PUG's, which I am, in every game, because there's no CW, then this functionality serves no purpose for me because no one's going to follow the plan anyway.
When community warfare is available and we can do desired number of team drops (2v2, 3v3, 4v4 etc) then this serves a purpose for clans/factions that will actually follow the strategy and benefit from it.
Aside from this, I love the idea, and any doodling done on the map with the team prior to launch (60 second window?) should stay on the map in the game for the team to execute.
Thank you. I understand your reasoning. The PUG matches do tend to go in such a way.
But i often have PUG matches were the players give a go at cooperating when someone comes up with a plan quickly enough before the team can scatter.
These plans tend to be simple ones that involve flanking with fast mechs and using the slow ones to hold the center.
But with prebattle map with command tools more care can be put into the plan and players tend to be more willing the quicker they have a plan in front of them.
This is a trend i've observed numerous times and i rarelly provide any ideas for these plans myself.
And it's a good point that the plan should stay on the map as a reminder for the team.
#30
Posted 13 March 2014 - 11:25 AM
#32
Posted 14 March 2014 - 05:38 AM
I´m not saying that people that don´t follow should be punished in the way that tks are (although I dont think that a bad idea...), but simply giving bonuses to players that follow commands would slowly and unconsciously bring greater power to mechcommanders (as it should be).
This way we could force a more tactical gameplay until the other features come around.
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