

Scouting Mode Needs Major Rebalancing
#1
Posted 25 April 2016 - 08:43 AM
-k
#2
Posted 25 April 2016 - 08:52 AM
It's piss poor design to let attackers run onto the extraction site at the last second and escape when there are defenders sitting on the extraction zone.
Attackers should only be allowed to extract from an extraction point if there are more attackers than defenders standing in the extraction zone.
#3
Posted 25 April 2016 - 08:58 AM
The extraction zone could be much larger and function identical to the way Domination mode works.
In range - Check
Clear - Not if an enemy is in the zone OR if damage to escaping mechs in the zone is occuring
Extracting - Count down could be as little as 20 seconds, as much as 40? Maybe 1 min would be too much?
Anyway... that is my idea, so I naturally like it a lot.
#4
Posted 25 April 2016 - 09:04 AM
.....
Right?!?
#5
Posted 25 April 2016 - 09:12 AM
I posted this initially in another thread, Conreg, but I would like to see the enemy dropship have a health bar, such that the defending mechs could fire at it and "convince the dropship pilot" that the LZ is too hot and abandon the scout mechs to their fate.
I also think that once the dropship has come on map, it should be on the minimap for all. Attackers have the heads up to know where the dropship will be, but everyone should know from the map when and where the dropship is once it has arrived.
#6
Posted 25 April 2016 - 09:25 AM
Conreg, on 25 April 2016 - 08:58 AM, said:
The extraction zone could be much larger and function identical to the way Domination mode works.
In range - Check
Clear - Not if an enemy is in the zone OR if damage to escaping mechs in the zone is occuring
Extracting - Count down could be as little as 20 seconds, as much as 40? Maybe 1 min would be too much?
Anyway... that is my idea, so I naturally like it a lot.
This would actually make the game mode only into another skirmish. Since Defenders would always try denie the dropship zone by default up untill non is left or the intel gatherer.
#7
Posted 25 April 2016 - 09:28 AM
Murphy7, on 25 April 2016 - 09:12 AM, said:
I do not agree with this. Perhaps if a defender is within radar range and has LOS then it should show up on the radar screen for all his team but there is no reason why it should be visible to everyone IMO. I would be OK with increasing the size of the smoke plum like they did the Long Tom to make it slightly more obvious where the extraction zone is.
Kuritaclan, on 25 April 2016 - 09:25 AM, said:
This would actually make the game mode only into another skirmish. Since Defenders would always try denie the dropship zone by default up untill non is left or the intel gatherer.
Agreed. The one thing that 4v4 Scouting has going for it is that it is different from every other game mode. We must resist changes that will erode that uniqeness and turn it into just another variation of skirmish.
Edited by Rampage, 25 April 2016 - 09:30 AM.
#8
Posted 25 April 2016 - 09:40 AM
#9
Posted 25 April 2016 - 10:07 AM
#10
Posted 25 April 2016 - 10:15 AM
-k
#12
Posted 25 April 2016 - 02:42 PM
Kdogg788, on 25 April 2016 - 10:15 AM, said:
-k
What if shooting the dropship extended the amount of time it stayed there...
Two teams could be fighting over the extraction point and the defending team would have to shoot the dropship a few times to prevent the enemy from escaping.
#13
Posted 26 April 2016 - 05:19 AM
The dropship, even Leopard class, is a much, much larger element than the mechs and moves into the area without much cover. If we have eyes in the sky that can tell us the dropship is inbound, then we can know where it is on the map once it has arrived.
Otherwise, if it were truly a stealth operation, why should the defender even know about the dropship timer?
The current implementation strongly favors the attacking side for Scouting due to the last second zone entry mechanic.
I would like to see an option to shoot the Dropship to either scare it off "LZ is too hot", or add time before pick-up as pwnface suggests.
#14
Posted 26 April 2016 - 05:32 AM
Options:
All surviving scouts must be in the extraction point for lift-off to meet the win condition; or
Only those intel points collected by the mechs that make it to the extraction point will be counted; or
whatever else that can be implemented that does not make this mode skirmish
Incidentally, out of all the Scout matches I played, only a small number involved never finding any of the enemies. Having said that, this was all in solo queue so maybe unit queue has a different playstyle?
Edited by p4r4g0n, 26 April 2016 - 05:33 AM.
#15
Posted 26 April 2016 - 05:50 AM
#16
Posted 26 April 2016 - 05:55 AM
#17
Posted 26 April 2016 - 06:04 AM
Quote
Well get some more matches under your belt
You need to try all your light and medium Mechs
Then go through all weapons and all combination of weapons
Then go through Endo and Ferro fibrous
Then go through as many engine and jump jet combination as you can
#18
Posted 26 April 2016 - 06:48 AM
Kdogg788, on 25 April 2016 - 08:43 AM, said:
-k
Agreed,
#19
Posted 26 April 2016 - 07:21 AM
iLLcapitan, on 26 April 2016 - 05:50 AM, said:
You didn't get it - they want 4v4 skirmish..
No really, think of it: Why would a pug care about intel points? A little cbill bonus is ok but the win gives you more, right? Some invasion groups suffer from LongToms, so what? Grab 4 Scrows, kill defenders, extract immediately to have a next match faster.
As a unit member I don't really care if attackers have more chances to "win". Because overall intel balance matters for me.
If I know that odds are against me, and attackers "win" with only 1-3 intels collected, that means I did well.
#20
Posted 26 April 2016 - 07:37 AM
Its as easy as that.
Yes, that enforces a more skirmish heavy gameplay, but with a tonnage limit of something like 45 and 50 tons, its doable.
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