Mercules, on 04 March 2015 - 06:09 AM, said:
Shame, as I stated it improves the game. Without Double Blind rules you can't set up "ambushes" or really flanking maneuvers. It's basically "Pray for initiative and calculate how to get a better to hit number on your target than your opponent will have trying to hit you." With Double Blind I spend a lot of time thinking, planning, and maneuvering. Without it I spend a lot of time doing math and calculating odds.
That's a matter of opinion.
There are those of us that prefer to play a game that doesn't require 30 minutes per round of battle, and those who are just 'purists' and enjoy the game as it was originally released.
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It wasn't WhizKids... they about ruined the game and made a "clickbase" farce of it.
I agree it was a stupid idea, but they were looking to sell merchandise. Not everyone needs to/is willing to buy rule books and modules in a paper based game, BUT, make it a REQUIREMENT to buy a plastic doo-dad to in order to participate, you have increased your income potential.
But, agreed, that was dumb.
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3rd Person Perspective is not a skill... it should not exist in Mechwarrior. Nor does it allow for target locks that gather actual information such as condition of mechs. You can do 3PP one better by target locking and dodging and actually getting readouts and holding locks but you have to alert the enemy you are there and that is not really "scouting". Notice in the lore most reconnaissance and "scout" mechs have sensor systems said to be enhanced, excellent, improved, advanced, and such terms. That means they actually find mechs with sensors, aka lock on.
I disagree, there's a LOT of things we
SHOULD have actually, to have a 'MechWarrior experience consistent with the lore. 360 degree viewing, MAD sensing, live tactical overlays, I find the 3rd person view another aspect of MWO that is a compromise in that direction. Knowing HOW to use it, without giving away position takes practice, there is some skill. How much? I dunno, but the best scouts I know DO use it, and often, and those people that aren't skilled, never, ever do.
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Again, 3PP is not a "skill" it is a legal wall hack put in because IGP insisted the game appeal to the "masses".
Again, we'll have to agree to disagree, but mainly, that you're wrong.
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Voice Coms have helped out, but all you can do with the scouting you described is give people a rough idea of troop movement, not what weaponry they have. It's important to know that the Jagger is carrying 2 AC20s so that your team takes it out at range and doesn't get ambushed close in. It's good to know if that Hunchback is a 4G or 4P which you can't always make out from the side or behind without a lock.
So I'm not sure how making it harder for the scout to detect/lock on to the Jaeger you described, than it is to detect the Atlas standing right next to it at the same distance does that...
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In order to gather information from the enemy I have to expose myself enough to get locks and thus be locked in turn, or use ECM which is much better served covering the team so that some OTHER scout can't gather info on them and will be vulnerable in return as we can lock them.
Unless you're behind the enemy, in which case you could be in broad daylight and they wouldn't know you were there (hence the need for 360 degree viewing at mentioned before). Of course properly utilizing 3rd person view allows you to see the enemy and not be "quite" so detectable too, but again, you have to know to use it.
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With the size of the maps, someone in the center of the smaller ones can basically lock a light on the outer edges and that alerts the whole team quickly and easily. With this a light might be able to break off from the team without lowering his team's effectiveness. As it is he is better adding to the deathball and possibly providing ECM escort. Why play a fast and maneuverable mech that can be one shot if you are tied to some plodding monster that is going 64kph? Why not just play something that goes 70-80 KPH but has more firepower?
IF the light exposes himself, and IF doesn't get to cover and move to a new position when he hears the targeting 'chirp' when the enemy targets him, then yeah, it's easy.
Again, skilled scouts know these things.
PLUS, it's actually a viable strategy to have a light expose himself to draw off some of the enemy team in a 'squirrel chase'. Many is the time I've had to step in personally to end a dang 'squirrel chase' before half the team was led off too destruction.
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The speed of the lights is for flanking, maneuvering, and scouting. When the enemy can spot you instantly from any reasonable range because of a sensor contact a lot of that becomes a lot less viable.
If your light is unskilled, true.
Trust me, skilled light pilots/scouts only find it a minor inconvenience at most, and the best actually count on it working the way it currently does for reasons mentioned previously.