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Scouting Mode Needs Major Rebalancing


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#21 Afuldan McKronik

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Posted 26 April 2016 - 07:42 AM

View PostJaidenHaze, on 26 April 2016 - 07:37 AM, said:

Just make it so that the attacker cant get into the square at the last second and still win. When a defender is in the square, you have to either kill or remove him first.

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.


Add another voice over.

"They found our dropship! If you don't get them out of here, I am going to have to extract without you!"

#22 Cy Mitchell

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Posted 26 April 2016 - 08:25 AM

View PostMurphy7, on 26 April 2016 - 05:19 AM, said:

Rampage,

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.


I have no problem with the drop ship being visible as it approaches the drop zone if people are looking at the sky to see it come in. Something that big would definitely carry powerful ECM so it should not show up on radar. If you see it approaching and run to it then great. I am all for that.

I also have no issue with it being attacked as long as it can defend itself and fight back. I like the idea of the health bar where if the defenders get the health bar to drop to zero then the DropShip leaves and moves to a secondary extraction zone if there is still an attacker alive that is calling for extraction. In that case the whole process would be repeated.

#23 vocifer

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Posted 26 April 2016 - 08:26 AM

Don't get me wrong, skirmish is a good gamemode, but we have it already. A lot.

PGI needs different gamemode which has it's own meta to sell different mechs (Viper, PhoenixHawk).
You just can't balance all of them under the skirmish DPS*HP*RANGE meta.

And the thing which you seem to hate a lot is exactly that meta: attackers do not need to kill anyone for the win. It's SPEED*HP meta, the one that makes you choose between Locust and Cicada, not LL Wolverine, makes you strip weapons in favor of AMS and armor.

#24 p4r4g0n

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Posted 26 April 2016 - 08:28 AM

View Postvocifer, on 26 April 2016 - 07:21 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.


Sorry but beg to differ that solo players "just want skirmish" or that intel balance does not matter. I find it extremely satisfying to contribute to my faction getting the long tom advantage for invasion.

#25 Cy Mitchell

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Posted 26 April 2016 - 08:41 AM

View PostJaidenHaze, on 26 April 2016 - 07:37 AM, said:

Just make it so that the attacker cant get into the square at the last second and still win. When a defender is in the square, you have to either kill or remove him first.

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.



I am afraid that will make it all skirmish. All the defenders will do is run to the drop zone and camp it. That would make it into a delayed skirmish. ie wait for attackers to get 10 intel points, run to extraction zone, wait for attackers, skirmish.

Not an improvement IMO. It would just force everyone to bring Mediums in preparation for the final confrontation. Lights, with the possible exception of the Oxide, would be useless because the battlefield would be tiny.

Also the defenders could then skew the confrontation in the other direction by waiting until the timer is almost to zero and then running into the square to prevent the extraction as the timer runs out. (unless the timer just stops and holds until the zone is clear of defenders).


The very fact that the defenders have multiple ways to limit the success of the attackers is being largely ignored by many people here. If the attacker escaped with one data point it is considered a win. But is it really? They will never get the Long Tom if the defenders manage to hold them to just a few data points per drop. Being able to influence the 12v12 FW drop on the planet is the true "win" condition for the attackers.

#26 Mystere

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Posted 26 April 2016 - 10:12 AM

This is not Skirmish!



#27 pwnface

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Posted 26 April 2016 - 10:52 AM

View PostRampage, on 26 April 2016 - 08:41 AM, said:

The very fact that the defenders have multiple ways to limit the success of the attackers is being largely ignored by many people here. If the attacker escaped with one data point it is considered a win. But is it really? They will never get the Long Tom if the defenders manage to hold them to just a few data points per drop. Being able to influence the 12v12 FW drop on the planet is the true "win" condition for the attackers.


Yes, a win is a win. A lot of players, maybe even the majority, don't actually give a crap about whether a planet gets long toms or not. 4v4 scouting is a fun new game mode with fast queues and reasonable payouts if there is actually combat. If the attackers avoid all combat and escape my team with only 1 data point, it's still a win for them and a loss for me and a complete waste of time for everyone.

#28 vocifer

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Posted 26 April 2016 - 12:40 PM

View Postpwnface, on 26 April 2016 - 10:52 AM, said:


Yes, a win is a win. A lot of players, maybe even the majority, don't actually give a crap about whether a planet gets long toms or not. 4v4 scouting is a fun new game mode with fast queues and reasonable payouts if there is actually combat. If the attackers avoid all combat and escape my team with only 1 data point, it's still a win for them and a loss for me and a complete waste of time for everyone.


Because PGI never supports playing the objective.

Quote

• Capturing 1 Data Point will now award you with 1000 C-Bills and 50 XP.


This is not even funny.

#29 pwnface

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Posted 26 April 2016 - 05:13 PM

View Postvocifer, on 26 April 2016 - 12:40 PM, said:


Because PGI never supports playing the objective.

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This is not even funny.


Collecting an intel point should give 3000 c-bills and 150xp for every player on that team, not just the person who collected it.

#30 Crockdaddy

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Posted 27 April 2016 - 01:58 AM

1. Once Defenders enter the drop zone, the counter extends an additional 10 seconds to extract. This will stop the Pirates Bane(s) leaping to victory on the last second.
2. If objectives mattered and the importance of skirmish should be diminished then each Intel should be worth at Least 8000 Cbills and the Cbills should be shared across the team. 12 x 8000 = 106K bonus per teammate.


Want objective play? Then better promote objective pay, otherwise the player base is going to want more skirmish for their time.

#31 maniacos

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Posted 27 April 2016 - 02:23 AM

It doesn't really make sense, that everyone on the map stops shooting as soon as the timer is down to 00 and one attacker mech is in the square. As said already, the defenders would try shoting the mech from the string pulled up or something. It would be much better if you had to upload intel to a network using MFBs or a dropship and you win if you managed to upload 10 intel points.





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