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Rewards For Assault Tanking


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#1 ImperialKnight

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Posted 25 March 2016 - 01:09 AM

In order to promote role warfare, I would like to propose incentives for players in Assaults who get up front and help to tank for the team, and tank well.

It will be a tiered reward that goes up exponentially the more damage taken by the assault. I have no numbers on average damage taken by Assaults in a game, so I'm just winging it. PGI can adjust the numbers using their data.

100: 2000 CBills/ 25XP
200: 5000 CBills/ 50XP
250: 10000 CBills/ 100XP
300: 25000 CBills/ 200XP

it's cumulative, so if an Assault tanks 300 damage, the total rewards are 42000CBills/ 375XP

Hopefully we will have more Assaults in front instead of firing LRMs into a blank wall at the back. And players who spearhead the charge for the team are duly rewarded if they die early without doing much damage but a lot of tanking.

#2 Aleski

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Posted 25 March 2016 - 01:33 AM

People want C-bills for AMS, C-bills for scouting, C-bills for tanking in an assault, C-bills for Narc and Tag...

Some of thesse features have been added to the game and some of them will be added maybe (AMS reward ?).

But i think some of them is too much : c-bills for tanking ?

Let me propose new rewards : C-bills for using a locust, cause it die so fast. C-bills for walking in a Direwolf, each step give you some C-bills cause it is slow. C-bills for Jumping in a mech who have JJ, cause it's cool. C-bills for boating lazors because it is badass. C-bills for using LBX guns cause it's not meta and deserve a reward when using. C-bills when you use the standard omnipods on an omnimech, not the + 2.5% XP trash we have right now... etc, etc...

Come on...

Of course the reward system isn't perfect cause the more you cause damages, the more you have C-bills but it needs to be completely change i think. Not some band aids anywhere to fix some specialise gameplays. Maybe change the reward depending on the game mode should be a good start.

#3 ImperialKnight

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Posted 25 March 2016 - 02:25 AM

different game mode can have different rewards. having this even just for skirmish and assaults is fine.

you're completely missing the point with your hyperboles

#4 Aleski

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Posted 25 March 2016 - 02:38 AM

View Postknightsljx, on 25 March 2016 - 02:25 AM, said:

you're completely missing the point with your hyperboles


I miss nothin : you're the kind of guy who use Atlas or big Assault mech who are suppose to tank, but when you tank and die fast you usually made 200-300 damages which will grant you with a low c-bills reward at the end.

I pilot atlas too, they are not very good for grinding c-bills. But if anyone complain on the c-bills rewards of EACH playstyle in the game (scout, tank, flanker, skirmisher, LRM boat, crit seeker, finisher, etc...) we will have adjustment of the c-bills reward any patch. It's better to make a complete revamp of the reward system in this case, don't you think ?

#5 happy mech

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Posted 25 March 2016 - 03:27 AM

yes the matchscore formulas need to be redone

it only makes sense to give reward for taking damage if your team is firing at the enemy, so there should be the condition
also every 1 point of damage should be rewarded equally, there could be bonuses for taking damage from more mechs at once, but not to promote just rushing into the middle as means of grinding cbills

but it is only a part of the system if matchscore is to reflect contribution of the pilot

#6 Aleski

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Posted 25 March 2016 - 04:16 AM

View Posthappy mech, on 25 March 2016 - 03:27 AM, said:

it only makes sense to give reward for taking damage if your team is firing at the enemy, so there should be the condition
also every 1 point of damage should be rewarded equally, there could be bonuses for taking damage from more mechs at once, but not to promote just rushing into the middle as means of grinding cbills


Problem is : how to balance this for light mechs ? They can't take the same amount of damages compare to an assault and some of them do less damages (like commandos, spiders, some locust, kit foxes, lynx...)
This should be unfair for these mechs.

#7 Catho Sharn

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Posted 25 March 2016 - 05:22 AM

I can see it now. Someone says, "They have LURMS," and all assaults run into the open and die to rain, just to get their c-bill/xp bonus for 'tanking'.

#8 happy mech

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Posted 25 March 2016 - 05:44 AM

View PostAleski, on 25 March 2016 - 04:16 AM, said:


Problem is : how to balance this for light mechs ? They can't take the same amount of damages compare to an assault and some of them do less damages (like commandos, spiders, some locust, kit foxes, lynx...)
This should be unfair for these mechs.

yes, that is why there needs to be reward for all the roles, for example like i suggested in the other thread
  • reward for sharing information: hold lock on targets that friendly mechs target -> cbills and exp per mech per second, bonus if they take lrm damage
  • reward for killing mech: deal X% of damage that was required to kill the mech -> get X% cbills and exp of the mechs worth as reward
  • reward for salvage: mech was killed with Y% remaining -> get X% of Y as a cbill and exp reward for your contribution (=> get super reward for headshot on 100% mech)
  • reward for taking damage for your team: take damage from a mech that is under fire by your team -> get cbills and exp for every point of damage, bonus if more such mechs fire at you
  • reward for distracting the enemy: make enemy turn his back to your team (has you in field of view) -> cbills and exp rewarded every second, bonus if the enemy takes damage or locks you
  • reward for preventing damage: shoot down missiles -> get cbills
  • reward for saving an ally: if the enemy was firing on your ally and then the ally is not taking the damage anymore and you get the reward for taking damage for your team or distracting the enemy or killing the mech -> get cbills and exp reward for saving your ally
weight of these roles to be tested

#9 Calebos

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Posted 27 March 2016 - 01:11 AM

There is no tanking in this game. All mechs are fragile and on top of all the colision system of the game sucks heavilly so there is no point for this feature. This game needs basic cg mechanics to be revised.

#10 Calebos

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Posted 27 March 2016 - 01:17 AM

View PostAleski, on 25 March 2016 - 04:16 AM, said:


Problem is : how to balance this for light mechs ? They can't take the same amount of damages compare to an assault and some of them do less damages (like commandos, spiders, some locust, kit foxes, lynx...)
This should be unfair for these mechs.


Light mechs are, thanks to their overmaneuverability and velocity, very op in this game. It has no reason to give them tanking bonuses. When you move well with light mech there is no change to kill you with heavy and above weight mech. Maybe just if you equip xl engine but it is not used oftenly.

#11 Aleksandr Sergeyevich Kerensky

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Posted 27 March 2016 - 02:16 AM

I dont want exp or cbills for tanking...

But, i would like 1 match score for every 5 points of damage taken! That would be awesome!

Maybe give this to assaults and lights?

Edited by Aleksandr Sergeyevich Kerensky, 27 March 2016 - 02:18 AM.


#12 Ahh Screw it - WATCH THIS

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Posted 27 March 2016 - 08:54 AM

View PostCatho Sharn, on 25 March 2016 - 05:22 AM, said:

I can see it now. Someone says, "They have LURMS," and all assaults run into the open and die to rain, just to get their c-bill/xp bonus for 'tanking'.


Better than "they have LURMS" leading to all of the assaults going into hiding......

Make the reward percentage based. Every percent of armor removed BEFORE you die gets some amount of xp and/or cbills. Before you die so people don't suicide for points - eg. you were at 90% then got you CT blown out = 10 points worth of xp and/or cbills. You twist to tank more damage giving your team a chance to fire back and made it down to 30% before death = 70 points worth of xp and or cbills. You could also add a minimum percentage such as 80% so if you died with any armor percentage above that you don't get a bonus.

It would certainly be a way to encourage torso twisting.

#13 Firewuff

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Posted 27 March 2016 - 03:53 PM

Seriously Assullts Already get masive rewards because the damage they can lay out for most damaged kill and killing blow etc. This would just skew towards assults even more for rewards. not really a good idea.

Besides the amount of damage you take is not indicitive of how well you played. you can get nuked in 5 seconds and this would give you a huge reward for nothing

#14 MechWarrior849305

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Posted 27 March 2016 - 11:00 PM

You all ronk!

Just gimme all da your C-Bills and end this nonsence! Posted Image

#15 KursedVixen

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Posted 27 March 2016 - 11:29 PM

Would be nice for my Dire's as I absorb more and more damage though I imagine certain Assaults would benefit from this more than others

#16 Aleski

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Posted 31 March 2016 - 12:14 AM

View PostCalebos, on 27 March 2016 - 01:17 AM, said:


Light mechs are, thanks to their overmaneuverability and velocity, very op in this game. It has no reason to give them tanking bonuses. When you move well with light mech there is no change to kill you with heavy and above weight mech. Maybe just if you equip xl engine but it is not used oftenly.


When i hear this i slap my face...

Velocity save you ? Drop with good players with dual gauss or AC/20 : they will One Shot you anytime because they know how to aim well. Lights are OP in Puglandia, not versus good players.

Lights are OP if you drive only good chassis like Cheetas, Firestarters or Spiders who have very good hitboxes. I drive Locust, Commando, Raven, Panthers, Kit Foxes, Lynx, Adders and other light. I really don't find them OP at all.

#17 smokytehbear

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Posted 31 March 2016 - 08:49 PM

Why complicate it even further? The problem isn't that too many things are unaccounted for, it's that too many things are trying to be accounted for. If you win, you should get paid, big bucks. If you lose, you should get a small condolence prize. People who are legitimately helping their team win, regardless of whatever role they're playing, will win more often.

The current system of trying to figure out who was contributing more from a couple of random data values is no better really than the guys that say "No I'm actually really good, I just get stuck with terrible teammates more often than the average person."

#18 happy mech

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Posted 01 April 2016 - 03:27 AM

View Postsmokytehbear, on 31 March 2016 - 08:49 PM, said:

Why complicate it even further? The problem isn't that too many things are unaccounted for, it's that too many things are trying to be accounted for. If you win, you should get paid, big bucks. If you lose, you should get a small condolence prize. People who are legitimately helping their team win, regardless of whatever role they're playing, will win more often.

The current system of trying to figure out who was contributing more from a couple of random data values is no better really than the guys that say "No I'm actually really good, I just get stuck with terrible teammates more often than the average person."

people need to be rewarded for their efforts

#19 smokytehbear

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Posted 01 April 2016 - 12:22 PM

View Posthappy mech, on 01 April 2016 - 03:27 AM, said:

people need to be rewarded for their efforts


By what I said, they will, when their efforts contribute to winning.





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