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Ultimate Mech Discussion Thread

BattleMech Balance

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#15521 Odanan

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Posted 23 January 2017 - 04:01 AM

View PostKarl Streiger, on 23 January 2017 - 12:04 AM, said:

have to disagree with a vengance. Posted Image

you didn't dare to compare 28t weapons and 14 heat and ammunition with what 2.5t weapons no heat and ammunition?
Are the 10MGs worse in comparison with the Dual AC20 - of course, they are. They should be even worse.

You dual AC20 mech is a clumsy beast - you 10mg mech is a fast one - the first need to break through central armor and range is an issue - the second dictate range and can attack the rear.

Indeed. The Piranha can just stay with his teammates, circling through the "R" key and quickly finishing off any wounded enemy.

If the enemy team focus on the Piranha, even better. We know what happens when the enemy team try to chase/destroy the squirrel...

#15522 Metus regem

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Posted 23 January 2017 - 05:05 AM

View PostOdanan, on 23 January 2017 - 04:01 AM, said:

Indeed. The Piranha can just stay with his teammates, circling through the "R" key and quickly finishing off any wounded enemy.

If the enemy team focus on the Piranha, even better. We know what happens when the enemy team try to chase/destroy the squirrel...


Hence why it will be a high risk high reward unit, rather inverse to the Locust of high risk, low reward.

#15523 CK16

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Posted 23 January 2017 - 07:25 AM

So the road map says that PGI will announce the tech jump details and mechs in early March. I expect this this be done in a this open hall/I live stream of some sort.
So guessing early March means either
Friday the 3rd (39 days away roughly)
Or
Friday the 10th (46 days away rough)


Ugh this is going to be awhile -.-

#15524 Metus regem

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Posted 23 January 2017 - 07:31 AM

View PostCK16, on 23 January 2017 - 07:25 AM, said:

So the road map says that PGI will announce the tech jump details and mechs in early March. I expect this this be done in a this open hall/I live stream of some sort.
So guessing early March means either
Friday the 3rd (39 days away roughly)
Or
Friday the 10th (46 days away rough)


Ugh this is going to be awhile -.-



Frak me! My son is going to be four in 49 days! I've really got to get started on finding things for a transformer birthday party theme.....

Hummm Should I try for G1, R.D.I., Movie or Rescue bots.... Based on what he's watched so far / has toys of... perhaps R.D.I. or Rescue Bots....

#15525 Sereglach

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Posted 23 January 2017 - 08:10 AM

View PostKarl Streiger, on 23 January 2017 - 12:04 AM, said:

have to disagree with a vengance. Posted Image

you didn't dare to compare 28t weapons and 14 heat and ammunition with what 2.5t weapons no heat and ammunition?
Are the 10MGs worse in comparison with the Dual AC20 - of course, they are. They should be even worse.

You dual AC20 mech is a clumsy beast - you 10mg mech is a fast one - the first need to break through central armor and range is an issue - the second dictate range and can attack the rear.

So you're admitting that the MGs are worse than the AC/20s, and then follow up to basically imply that the MG's should be nerfed so they're even worse of a comparison? Really? After all the fighting to get a respectable buff to MGs in the game you're saying, if the Piranha came out, that MG's should be nerfed? That's what "They should be even worse" seems to imply. If that's the case, I'm glad you're not the one balancing weapons, or the game.

After all, just look at the Arctic Cheetah that I pointed out with 6xC-ERSL. That DPS is already close to what 2xAC/20 do; and the range bracket is much closer than the comparison of the AC/20 to the MG. It's also done with a mere 3 ton commitment, modest heat, and zero ammunition. Does that mean we should be nerfing C-ERSL, too, since they dare encroach on the power of the mighty AC/20?

EDIT Addendum: Lets not forget hardpoints, as well. There are lots of mechs with the hardpoints and tonnage (in this day and age) to equip 2xAC/20s, while there are still no mechs that even get close to equipping enough MGs -with the tonnage for ammo- to get close to a 2xAC/20 build comparison that we're making. The Piranha might have the hardpoints -if implemented- but it certainly won't have the tonnage for any viable amount of ammo. The hardpoint restriction, for any weapon system, is another limiting factor. Yeah, sure, 8-9 C-ERSL would outperform 2xAC/20, but there are very few mechs that can pull it off; and there are none with enough ballistic hardpoints for MGs to get even close.

Besides, you also completely failed to address the ammunition concerns; and as pointed out numerous times you just can't keep 12 MG bullet hoses fed on a tiny little 20t chassis. So with a scant 1-2 tons of ammunition on a "stock+" Piranha you're supposed to just sit around the entire match and wait around to hope you can sneak in kills at the end? That's neither a fun nor engaging way to play the game, and it's going to be mixed results -at best- given the way the momentum tends to build in matches (especially in PUG world) to lopsided rounds one way or another.

PGI even made it clear that, in their own way, lights should be able to compete with assaults just as any weight class should be competitive against each other. No weight class should be made obsolete. Right now that competitiveness needs to be taken to heart since the only real way we have to balance the mechs is in their combat prowess (since every game mode revolves around killing more than any other objective).

If the Piranha were implemented into MWO it'd be a solid chassis, but again it's far from overpowered. There's absolutely zero reason to basically say it should be nerfed before it even comes out. That's the kind of mentality that's ensured that the Light queue has remained the least populated queue with the weakest mechs in the game for years, now.

View PostOdanan, on 23 January 2017 - 04:01 AM, said:

Indeed. The Piranha can just stay with his teammates, circling through the "R" key and quickly finishing off any wounded enemy.

If the enemy team focus on the Piranha, even better. We know what happens when the enemy team try to chase/destroy the squirrel...

Just going to quote this other response to emphasize how correct it is against this:

View PostMetus regem, on 23 January 2017 - 05:05 AM, said:

Hence why it will be a high risk high reward unit, rather inverse to the Locust of high risk, low reward.

Amen. That gameplay style leads to the high risk of running into hard-counter mechs that are not so weak or wounded. Unless running a wolf-pack (which the light population is too low to ever run into, anyway, nowadays) then one light storming into the main body to pick off a wounded mech is an extremely risky endeavor that's asking to get your mech shot out from under you. Even as a wolf-pack that's still a risky move to run into the main body to engage a weakened mech. Someone will get shot up.

Edited by Sereglach, 23 January 2017 - 09:01 AM.


#15526 Metus regem

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Posted 23 January 2017 - 08:21 AM

View PostSereglach, on 23 January 2017 - 08:10 AM, said:

Amen. That gameplay style leads to the high risk of running into hard-counter mechs that are not so weak or wounded. Unless running a wolf-pack (which the light population is too low to ever run into, anyway, nowadays) then one light storming into the main body to pick off a wounded mech is an extremely risky endeavor that's asking to get your mech shot out from under you. Even as a wolf-pack that's still a risky move to run into the main body to engage a weakened mech. Someone will get shot up.


In 2.5 years of playing MWO, I've been part of a light "wolf pack" once, and that wolf pack was 3 Locusts... 1x 1V (me) + 2x 1E's, and that was a year and a half ago. The last time I ran my a Locust, I was the only light in that match. I played three matches last night, and did not see a single light, the lightest mech I saw was a Hunchback IIC.....

#15527 KuroNyra

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Posted 23 January 2017 - 08:23 AM

View PostMetus regem, on 23 January 2017 - 08:21 AM, said:


In 2.5 years of playing MWO, I've been part of a light "wolf pack" once, and that wolf pack was 3 Locusts... 1x 1V (me) + 2x 1E's, and that was a year and a half ago. The last time I ran my a Locust, I was the only light in that match. I played three matches last night, and did not see a single light, the lightest mech I saw was a Hunchback IIC.....

In Faction Play, I tend to see more often Raven.

#15528 Sereglach

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Posted 23 January 2017 - 08:56 AM

View PostMetus regem, on 23 January 2017 - 08:21 AM, said:

In 2.5 years of playing MWO, I've been part of a light "wolf pack" once, and that wolf pack was 3 Locusts... 1x 1V (me) + 2x 1E's, and that was a year and a half ago. The last time I ran my a Locust, I was the only light in that match. I played three matches last night, and did not see a single light, the lightest mech I saw was a Hunchback IIC.....

Yep, and it's hilarious how the most common mechs in the Scouting Mode are Meduims; and yet people just don't seem to see a problem with that. The mechs designed to fulfill the scouting role aren't even used in the scouting mode.

PGI, in recent years, has either been failing or turning their backs (while paying lip service to it) on their mantra that all mech chassis will be treated the same and be equally valuable/viable in MWO. Here's hoping the skill tree revamp helps fix that; and that the "new balance guy" that PGI hired is put to work on remedying the situation.

#15529 Metus regem

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Posted 23 January 2017 - 09:08 AM

View PostSereglach, on 23 January 2017 - 08:56 AM, said:

Yep, and it's hilarious how the most common mechs in the Scouting Mode are Meduims; and yet people just don't seem to see a problem with that. The mechs designed to fulfill the scouting role aren't even used in the scouting mode.





Not just any mediums, but line trooper mediums.... Hunchbacks, Stromcrows, Centurions, Shadowhawks and Griffins seem the most common mechs to see in the 'Scouting mode'... Sometimes I drop in a Phoenix Hawk, when I want to feel like I'm trying to deploy a scout unit... Yes Phoenix Hawks are scout mechs, they were often used as scout lance command units.

#15530 Karl Streiger

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Posted 23 January 2017 - 09:09 AM

View PostSereglach, on 23 January 2017 - 08:10 AM, said:

So you're admitting that the MGs are worse than the AC/20s, and then follow up to basically imply that the MG's should be nerfed so they're even worse of a comparison?
...

the issue is that this game need a base balance - and this base balance is either Each Mech on its own can stand its ground against anyone else in a 1:1
or its tonnage based
or its mm based

currently, MWO is a soup of all those concepts - reason why the changes will never stop.

Coming from CBT "intro" the game is tonnage based balanced - and i think this is the only base line we should work with. Make the rest secondary stuff like MatchMaking and mission goals.

That the Hankyu with its tiny clown laser is such a danger is already an mistake - resulting in the resolving of convergence - screwing the tonnage based balance even further.

About machine gun well CBT made machine guns "work" with either machine gun arrays (don't think that was a good decision) or fighting infantry (this is a good one - because with the latest rule sets heavy infantry that did dig in is a serious danger to Mechs - in CBT)


View PostMetus regem, on 23 January 2017 - 09:08 AM, said:



Not just any mediums, but line trooper mediums.... Hunchbacks, Stromcrows, Centurions, Shadowhawks and Griffins seem the most common mechs to see in the 'Scouting mode'... Sometimes I drop in a Phoenix Hawk, when I want to feel like I'm trying to deploy a scout unit... Yes Phoenix Hawks are scout mechs, they were often used as scout lance command units.

the main issue of scout modus is the "symetric" drop weight

if you had the classical 120-140ton recon lance vs the 150-170t pursuit lance things would be complete different.

Edited by Karl Streiger, 23 January 2017 - 09:10 AM.


#15531 Odanan

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Posted 23 January 2017 - 09:12 AM

View PostMetus regem, on 23 January 2017 - 08:21 AM, said:

In 2.5 years of playing MWO, I've been part of a light "wolf pack" once, and that wolf pack was 3 Locusts... 1x 1V (me) + 2x 1E's, and that was a year and a half ago. The last time I ran my a Locust, I was the only light in that match. I played three matches last night, and did not see a single light, the lightest mech I saw was a Hunchback IIC.....

I agree the must be more rewards to play as a light mech, but adding an OP light mech is not the solution.

Light mechs are not meant to kill many mechs in a match - they need other stuff to do.

One suggestion is to add some sort of "Fog of War" to the game, where you need to "open up" the map. Maybe decreasing the max engine cap for mediums would also help, since with the mechlab you can turn most mediums into light-fast mechs.

#15532 Metus regem

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Posted 23 January 2017 - 09:13 AM

View PostKarl Streiger, on 23 January 2017 - 09:09 AM, said:


the main issue of scout modus is the "symetric" drop weight

if you had the classical 120-140ton recon lance vs the 150-170t pursuit lance things would be complete different.


Yup.... Again, in Scout mode I generally drop in a Phoenix Hawk or CN9-D Centurion, I chose that Centurion due to it's faster ground speed, sporting a 300 series engine, making it more in line with a scout lance lead.

#15533 Odanan

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Posted 23 January 2017 - 09:13 AM

Also, decreasing the ton limit of Scout matches to 45 would be revolutionary...

#15534 Bishop Steiner

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Posted 23 January 2017 - 09:14 AM

View PostSereglach, on 23 January 2017 - 08:56 AM, said:

Yep, and it's hilarious how the most common mechs in the Scouting Mode are Meduims; and yet people just don't seem to see a problem with that. The mechs designed to fulfill the scouting role aren't even used in the scouting mode.

PGI, in recent years, has either been failing or turning their backs (while paying lip service to it) on their mantra that all mech chassis will be treated the same and be equally valuable/viable in MWO. Here's hoping the skill tree revamp helps fix that; and that the "new balance guy" that PGI hired is put to work on remedying the situation.

See a problem with that? I'd disagree, as someone who plays that mode a lot. Most people I talk too bemoan the state. But riddle me this.... Aside from stretching the info points about even farther, and shortening the timer, so it becomes MarioKart with Mechs (something most people would find boring too, in the long run), how do you fix it?

It's not that most people don't have a problem with it.... it's just that at this time, nobody seems to have an ANSWER to it.

#15535 Bishop Steiner

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Posted 23 January 2017 - 09:22 AM

View PostOdanan, on 23 January 2017 - 09:13 AM, said:

Also, decreasing the ton limit of Scout matches to 45 would be revolutionary...

Except that Griffins, Wolverines and Shadowhawks are frequently in command of scout lances across the inner Sphere?

And saying "Scouting is for Lights" is a very inaccurate statement. Lights tend to excel as scouts, because of speed and mobility allowing them to cover great distances ahead of the main force, and retreat. But the use of heavier scouts, especially in known hostile locations, is also pretty common. And if one want's to be "Authentic" oftentimes Scouts work alone, not in lances, too..... (or the lance is spread across a huge swath.)

Something needs to change so that the data collection rewards more than killing, and to spread the match across more of the map, to force the use of more fast mechs, but being forced to use only super lightweight machines is not the answer.

(Wonder how it would shake things up just for giggles to convert scouting to stock mechs, lol....)

Perhaps there should be gates added for the drop queue... if a match lasts past "X time" the next two lances in queue get dropped into your match as reinforcements? (IDK, might not help at all...but might add some seriously fun tactics).

Perhaps have enough data points gathered and you can call in an Arrow IV strike on the opfor...but only if actively tagged or narced? IDK...just spitballing, because I admit, while I prefer Scout mode to the options these days, it's NOT a scouting match at all, generally.

#15536 Metus regem

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Posted 23 January 2017 - 09:23 AM

View PostOdanan, on 23 January 2017 - 09:12 AM, said:

I agree the must be more rewards to play as a light mech, but adding an OP light mech is not the solution.

Light mechs are not meant to kill many mechs in a match - they need other stuff to do.

One suggestion is to add some sort of "Fog of War" to the game, where you need to "open up" the map. Maybe decreasing the max engine cap for mediums would also help, since with the mechlab you can turn most mediums into light-fast mechs.



I agree Lights do need more to do, but till PGI get their heads out of their collective backsides and figure out how, beyond "stand in the stupid box", Lights have to be able to kill other mechs, not to be totally useless in game.

Again the Piranha would not be OP, yes it would have the potential to deal a lot of damage, but that damage would require it to focus down a target with very short ranged DoT weapons (MG's are a Damage over Time), something that requires a 20t mech to do something that is against it's interest of survival. It would be no more OP than Fire Starters were or Arctic Cheetahs are, I would argue they would be even less so, due to the fact that at being a Clan 20 tonner they would not have the armour to take a hit, nor the quirks to let them take a hit. Then comes the issue of ammo supply, dropping the lasers and going to FF armour might get you 4t of ammo, that will go rather quick with 12 MG's.

#15537 Bishop Steiner

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Posted 23 January 2017 - 09:36 AM

View PostMetus regem, on 23 January 2017 - 09:23 AM, said:



I agree Lights do need more to do, but till PGI get their heads out of their collective backsides and figure out how, beyond "stand in the stupid box", Lights have to be able to kill other mechs, not to be totally useless in game.

Again the Piranha would not be OP, yes it would have the potential to deal a lot of damage, but that damage would require it to focus down a target with very short ranged DoT weapons (MG's are a Damage over Time), something that requires a 20t mech to do something that is against it's interest of survival. It would be no more OP than Fire Starters were or Arctic Cheetahs are, I would argue they would be even less so, due to the fact that at being a Clan 20 tonner they would not have the armour to take a hit, nor the quirks to let them take a hit. Then comes the issue of ammo supply, dropping the lasers and going to FF armour might get you 4t of ammo, that will go rather quick with 12 MG's.

I thought the comp teams kind of disproved the Myth that lights can't contribute in the WC, where Lights factored prominently in their matches, and accounted well for themselves, as flankers and harassers, too. Perhaps Lights (and other chassis) should have their rewards tweaked, where for instance, a Light is given a heftier reward for Kill Assists, and MASSIVE ones for NARC or TAG kills/Assists? And Assault Mechs only really see rewards for KMDD and Solo?

#15538 Sereglach

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Posted 23 January 2017 - 10:52 AM

View PostKarl Streiger, on 23 January 2017 - 09:09 AM, said:

the issue is that this game need a base balance - and this base balance is either Each Mech on its own can stand its ground against anyone else in a 1:1
or its tonnage based
or its mm based

currently, MWO is a soup of all those concepts - reason why the changes will never stop.

Coming from CBT "intro" the game is tonnage based balanced - and i think this is the only base line we should work with. Make the rest secondary stuff like MatchMaking and mission goals.

That the Hankyu with its tiny clown laser is such a danger is already an mistake - resulting in the resolving of convergence - screwing the tonnage based balance even further.

About machine gun well CBT made machine guns "work" with either machine gun arrays (don't think that was a good decision) or fighting infantry (this is a good one - because with the latest rule sets heavy infantry that did dig in is a serious danger to Mechs - in CBT)

the main issue of scout modus is the "symetric" drop weight

if you had the classical 120-140ton recon lance vs the 150-170t pursuit lance things would be complete different.

A truly asymmetric scouting mode would be interesting, but this isn't TT and can't be balanced like TT. PGI made a commitment that every weight class would be viable/valuable for a team to field, and capable of holding their own in combat. Otherwise the game just turns into the same old TT/MW arms race to get into assault mechs. Funny, though, is that if you want a TT form of balance then look at Alpha Strike, where lights are infinitely more valuable then CBT TT and it's reflected in their PV system. MWO could probably learn something from Alpha Strike's kind of balance.

Right now the primary purpose in the game is killing enemy mechs; and lights need to be able to do that, utilizing their own strengths and weaknesses, just as well as any Assault.

View PostOdanan, on 23 January 2017 - 09:12 AM, said:

One suggestion is to add some sort of "Fog of War" to the game, where you need to "open up" the map. Maybe decreasing the max engine cap for mediums would also help, since with the mechlab you can turn most mediums into light-fast mechs.

A Fog of War would be interesting if we actually got the Info Warfare from the old PTS runs (still wondering what happened to that); and it would require the FoW constantly closing in on unscanned areas. However we don't have that, so I don't see that as being a viable method of balance.

On the other hand, I agree heavily with the changes in engine limits. 55 tonners should not be anywhere near as fast as they are, now; and most 50 tonners should be more in line with the Centurion and Hunchback engine limits. I liked the previous suggestion someone had about only allowing engine customization about 5 sizes in either direction from stock (with few exceptions, like the Urbanmech). That would allow certain variants with bigger stock engines to also play a bigger factor. They also need to decouple torso twist/arm movement from engine size and fix it to the chassis.

MWO as a whole needs to be slowed down, with the exception of some lights.

View PostBishop Steiner, on 23 January 2017 - 09:14 AM, said:

See a problem with that? I'd disagree, as someone who plays that mode a lot. Most people I talk too bemoan the state. But riddle me this.... Aside from stretching the info points about even farther, and shortening the timer, so it becomes MarioKart with Mechs (something most people would find boring too, in the long run), how do you fix it?

It's not that most people don't have a problem with it.... it's just that at this time, nobody seems to have an ANSWER to it.

Put more emphasis on objectives and less on combat, for the scouts, if you want role warfare. Lower the number of intel points (2) with multiple intel nodes at each location, make them worth more, and bring in Info Warfare. Make the game mode far more asymmetrical than it is. Set the scouting drop deck to 2 mechs . . . one when you're defending and one when you're scouting. The Defender is a 40-60 ton mech, while Scouts are 20-45 tons.

Scouts need to lock on -and retain a lock- onto an intel node for 5-20 seconds (subject to balance) to gather all data from the point. Once gathered the Scout who gets the final second collects the point -receiving a large reward- and all other scouts get a large assist bonus. Then the scout either books it to get the intel out or tries to help his allies gather more points. No waiting for a Drop Ship . . . it's just there the whole time, lying in wait and defending its perimeter. Be in the extraction zone for 4 seconds and be removed from the map and enter spectator mode, with points granted to your team.

Defenders get rewards not just for killing scouts, but for forcing the scouts to break lock on info nodes and retreat. Shooting a mech that's locked onto a node stops its 5-20 second intel-gathering countdown for 2-3 seconds (+ any PPC ECM disruption time). They get the biggest rewards for all nodes that fail to be collected.

Make the matches shorter, too. 10 minutes (tops) but preferably closer to 5-7 minutes, to collect the data and get out, which forces a sense of urgency on the part of the scouts. Any scouts who fail to extract with any points they've collected causes neither side to be rewarded the points and c-bills associated with the points. Therefore it imposes more tactical decisions and risk/reward into the game mode.

Granted, pipe-dream balancing thinking, there, but you wanted answers; and I give you answers.

View PostBishop Steiner, on 23 January 2017 - 09:22 AM, said:

Except that Griffins, Wolverines and Shadowhawks are frequently in command of scout lances across the inner Sphere?

And saying "Scouting is for Lights" is a very inaccurate statement. Lights tend to excel as scouts, because of speed and mobility allowing them to cover great distances ahead of the main force, and retreat. But the use of heavier scouts, especially in known hostile locations, is also pretty common. And if one want's to be "Authentic" oftentimes Scouts work alone, not in lances, too..... (or the lance is spread across a huge swath.)

This also becomes less and less true as the timeline pushes forward, with few exceptions.

Looking at the examples you provide, Shadow Hawks focus more and more on improving firepower and armor over speed and scouting capabilities; and I've never heard of a Griffin as a scout but instead hear of it as a Fire Support mech. The Wolverine was never considered a scout as much as it was a Fast Medium Striker mech. Now, while it did fulfill some lead recon roles earlier in its existence this changes to more and more combat prevalent upgrades as it moves on. However, the Wolverine is probably the only one of those three that I'd say really retained an emphasis on maneuverability and IW type equipment as advancements are made.

View PostBishop Steiner, on 23 January 2017 - 09:36 AM, said:

I thought the comp teams kind of disproved the Myth that lights can't contribute in the WC, where Lights factored prominently in their matches, and accounted well for themselves, as flankers and harassers, too. Perhaps Lights (and other chassis) should have their rewards tweaked, where for instance, a Light is given a heftier reward for Kill Assists, and MASSIVE ones for NARC or TAG kills/Assists? And Assault Mechs only really see rewards for KMDD and Solo?

Okay, now we're on something we can certainly agree on. Revamping and overhauling the rewards systems to allow all mechs to excel at roles and receive acceptable rewards for achieving them would be a great help to bringing all mechs into a better semblance of balance.

Of course, right now PGI is obsessed with having everything revolve around damage and kills, so until that changes this doesn't mean much.

Edited by Sereglach, 23 January 2017 - 03:38 PM.


#15539 Odanan

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Posted 24 January 2017 - 01:14 PM

SO, what's the impressions of the Bushwacker?

#15540 Metus regem

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Posted 24 January 2017 - 01:47 PM

View PostOdanan, on 24 January 2017 - 01:14 PM, said:

SO, what's the impressions of the Bushwacker?



From what I've been reading, it ranges from very tanky (with standard engine) to easy to kill (XL from the side), about what I predicted it would be.... On paper, looks like the P1 could be a really nasty SRM brawler in scout mode with a 300 standard and 6xSRM/4's, just not a ton of ammo, but enough for a scout match.

BSW-P1





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