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Sniper Mechs?


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#1 Prometheus155

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Posted 23 June 2012 - 08:11 AM

Hi all,

would just like to ask if anyone read anywhere or has already asked about Zoom funtion on the display of any of the mechs in MWO

or maybe it would be better to ask the dev's if this fuction is included in MWO

used in other mech game to get a better view of mechs

and was thinking would be good to use it to take off limbs of other mech, sniper mode.

any one Know ??

it would be cool if it was

i mean it would be cooler if it was

because game play videos look very cool already

#2 Spleenslitta

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Posted 23 June 2012 - 08:16 AM

It's definitivly in the game. You need to aquire a little bit of experience in the scout skill tree to get access to the module though.

#3 Corpsecandle

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Posted 23 June 2012 - 08:16 AM

There's a "zoom" skill in the sample perks list provided. So presumably it's in the game in one form or another. Other than that the only info we have is that the devs didn't like the way it was implemented in MW3 & MW4 (so I wouldn't expect it to mirror the functionality in either of those games.)

#4 Sierra19

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Posted 23 June 2012 - 08:44 AM

There's a fine line between game-breaking and game-balance there. We'll have to see how it's implemented before I make any judgments about it.

#5 ermine

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Posted 23 June 2012 - 08:47 AM

I really hope this is in the game. Otherwise, it makes long ranger direct fire weapons significantly less useful.

#6 captn rentoshi

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Posted 23 June 2012 - 08:52 AM

There you go... Now you want a guy to just sit around with a hand full of gauss rifles or LRPPC to hide and mess you up by cracking your kneecaps. Not cool. ;)

#7 Bagheera

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Posted 23 June 2012 - 08:55 AM

I'm guessing that sitting around/hiding is going to be fairly difficult to accomplish against good teams in 12v12 matches. Especially against teams with good scouts/commanders. Long range hit/run should be viable, but I wouldn't worry about people camping with a gauss boat and legging people with impunity.

Edited by Bagheera, 23 June 2012 - 08:55 AM.


#8 Corpsecandle

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Posted 23 June 2012 - 08:56 AM

View Postcaptn rentoshi, on 23 June 2012 - 08:52 AM, said:

There you go... Now you want a guy to just sit around with a hand full of gauss rifles or LRPPC to hide and mess you up by cracking your kneecaps. Not cool. ;)


Snipping in MW will theoretically be different than sniping in another FPS...for one a single shot kill will be much more difficult. Second scouts will have radar to spot and coupled with indirect fire support: it won't be difficult to ruin a sniper's day.

#9 Badfinger

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Posted 23 June 2012 - 09:06 AM


Devastator http://www.sarna.net/wiki/Devastator


#10 SKiD07

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Posted 23 June 2012 - 09:10 AM

Catapult/Raven team ftw! Although the zoom view would be good for tracking at long range for missile lock, although a good scout would make life easier, just don't like the thought of having to rely upon another mech and then a Hunchback takes them out leaving me blind unless I want to get in close which I wouldn't do with the C1 unless all my missiles were depleted to prevent possible detonation of ammo.

#11 Hykelion

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Posted 23 June 2012 - 09:11 AM

The zoom function's pretty good, but it always just got in my way in MW4. Once you're used to it, sniping without the zoom is easy, and allows you the tactical flexibility to handle any fast harassers that come to kill you for sniping.

Missile barrages and sniping are big things in MW, but they are also things that become a lot less viable for the Inner Sphere once the Clans hit. This is one of the areas where the Clans are guaranteed to be superior 1-on-1, and with Mechwarrior being so oriented around shooting this leads to everyone switching over to Clan tech ASAP. I'm interested in seeing what the Devs might do to still make IS viable once the Clans hit.

#12 Sir Ramen Noodle

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Posted 23 June 2012 - 09:13 AM

anyone sitting out on the fringe of a battle blasting away with PPCs or Gauss Rifles better have some speed because I am going to give them a really big kick in the pants.

That said... I like the long range weapons and am very interested to how they work the zoom feature

#13 Scav3ng3r

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Posted 23 June 2012 - 09:19 AM

View Postcaptn rentoshi, on 23 June 2012 - 08:52 AM, said:

There you go... Now you want a guy to just sit around with a hand full of gauss rifles or LRPPC to hide and mess you up by cracking your kneecaps. Not cool. ;)


ER PPC, aaannnndddd...... yeah..... in case you didn't get the memo, the point of the ER PPC, and the Gauss Rifle, and the ER Large Laser, are to be sniper weapons, thats the role they have, thats why they have a super zomgwtfbbq!!one1! range. Oh, and "hide and mess you up", yeah, you're right, who plays BattleTech and uses terrain to their advantage? That's the craziest thing I've ever heard of!

#14 ermine

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Posted 23 June 2012 - 09:25 AM

View Postcaptn rentoshi, on 23 June 2012 - 08:52 AM, said:

There you go... Now you want a guy to just sit around with a hand full of gauss rifles or LRPPC to hide and mess you up by cracking your kneecaps. Not cool. ;)

But you know what is cool? LRMs raining down on you from a guy that doesn't even have LOS on your mech.

The devs should make an effort to make all weapons usable in their intended role. For ER weapons, that means ability to hit at long range.

#15 Mylar

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Posted 23 June 2012 - 09:34 AM

Hopefully.

Back in tabletop a couple of my favorite units were the Warrior H-7 and a specific Locust variant.

The warrior was a crazy fast helicopter with an AC-2.

The locust had two LRM5's.

Both were fast as hell and could ping away from a long distance.

To hit penalties when attacking were based on movement tiers, walk, run, ect... so they capped out low.
To hit penalties for the person attacking you are based on how far you move, and these suckers could move.


Basically they could stay at max range, and then even if the enemy had a weapon that could reach them the to hit penalties were stacked one sided. The only disadvantage was ammo, but once again, nothing could stop them from getting away to resupply.

#16 Voyager I

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Posted 23 June 2012 - 10:35 AM

View PostSir Ramen Noodle, on 23 June 2012 - 09:13 AM, said:

anyone sitting out on the fringe of a battle blasting away with PPCs or Gauss Rifles better have some speed because I am going to give them a really big kick in the pants.


I don't need speed to keep up-gunned Mediums from murdering my fire support platforms; that's what Lancemates are for.

#17 chiXnhawk

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Posted 23 June 2012 - 10:49 AM

There's just going to be sniping. I have a feeling most mechs will gravitate tward sniping after they get beat up a few times.

#18 Prometheus155

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Posted 23 June 2012 - 10:57 AM

Thx guys

i knew this topic would have + and - out looks from a lot of players

not really after a sit in one spot type game play but just was intrested how the dev's would, if at all implement it

i to hope that it's a better and more useful module

#19 Voyager I

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Posted 23 June 2012 - 11:34 AM

If you're asking how "snipers" will be part of the game, they'll definitely be included. Some mechs are designed specifically for long-ranged fire support.

The best example would be the Catapult; its stock variant relies primarily on a pair of LRM 15s. In layman's terms, those are big racks of long-ranged missiles. A Catapult can put out a tremendous amount of firepower for its weight from a very healthy distance, but that comes with significant drawbacks. They're slow, they aren't terribly well armored, and they don't have much in the way of weaponry at short range; LRMs are very unwieldy in close combat, and a handful of Medium Lasers won't do much by themselves.

Put together, this means that a Catapult can absolutely be a valuable member of your team; they'll put quite a hurting on your enemies, and potentially do som from out of range of their most dangerous weapons. However, the Catapult won't be the one going out and spotting their own targets; they'll rely on teammates to keep them informed and call their shots. They'll also need allied protection to keep them from getting outright murdered by mobile enemies loaded out for close combat.

Edited by Voyager I, 23 June 2012 - 12:31 PM.


#20 Haldricht

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Posted 23 June 2012 - 12:29 PM

If teammates can keep enemy attention focused elsewhere, snipers will be very effective. Command & Scout players will make the sit-and-snipe tactic a lot more difficult, but there is a lot to be said for being able to hit at range. You get free shots against shorter-ranged opponents and won't be outranged yourself.





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