tbh I do not think this would change anything.
For instance the bigger problem with FP Scouting right now is who has the most or best brawlers out there.
Streak Crows got nothing on Centurion D's and Hunchbacks.
And what would the IS use their heavy 270m max range heavily skill used (to get into a situation to use it) streaks on?
Streak 4's and 6's do not do much to a Shadowhawk or a Stormcrow. BUT it does a lot to some IS lights... but arguably streak 2's on the IS lights are better or a Griffon with 4 of them and ECM.
This is not that I am say 'biased' on the Clan side. I took the opertunity of being a lone wolf for a few weeks to play on all factions, Clan vs Clan, Clan vs IS, IS vs Clan, and IS vs IS, and there is 1 thing I noticed:
What wins scouting right now isn't scouting, what does is having as many hunchback IIC's/ Stormcrows/ Novas / Centurions/ Shadowhawks/ Hunchbacks/ etc as possible for brawling. What needs to change is how 4 vs 4 matches play out and to do that we may need to do something different. Rather heavily reducing the weight classes available. (ie... no mediums) or limiting it to allow a certain number of each mechs (which would be to intense for CW MM).
I say mechs that meet a scouting quota would be best...
Say a min speed of say 80 or 90 kph has to be met (can be faster for clans due to the nature of their mechs) and maybe require the use of NARC/ TAG/ BAP to scout as well making it impossible to win scouting without proper scouting equipment on no one in the match. something like that.
KinLuu, on 04 July 2016 - 12:58 AM, said:
We should not even talk about nerfing the Long Tom.
There is only one way to deal with Long Tom - removeing it.
ai Long Tom has been one of the most asked features for years even before we entered CBT and I have to say I got no problem with it staying but have problems with it being removed. BUT What I also have problems with is the fact for an artillery piece usually used in volleys that deals 40 damage on direct hit and 20 to 10 on splash it sure does do a 'lot of damage'. I say make it fire a barrage like normal artillery in the zeroing fashion. Maybe increase it's max area of spread BUT fire density will mostly be in the centre.
1 shot hits... 5 seconds later, another shot hits... 5 seconds later... another shot hits. (slowly coming more accurate) and then say 8 or how many shots barrage and pound the area.
That way it isn't an instant death cannon, it gives a little bit of headway for those to get out of the way and the suborn to suffer for their arrogance. Maybe you can hear in the time leading up to it to hear "Incoming enemy Long Tom barrage in your sector!" or something.
This can also lead to new ideas of game modes...
Long Toms can exist in 3 forms...
1) turrets/ strategic guns. A game mode around destroying the facility with a long tom emplacement to disable it, capture it, or destroy it (take out the generators/ towers controlling them, take out all defenders, or destroy the guns themselves.
8vs8 (similar to current invasion but much more open, no walls, still has turrets, mix of Large laser, Medium laser ,and LRM turrets)(how many you destroy will impact the outcome of how many shots hit in the volley)
2) Mobile Artillery Launchers. Easier to capture (Destroy the 'mech and tank escorts) or to destroy the mobile artillery launchers. (they can not fire due to you being in min range). If they get to the end of their route before you got all of them (how many you destroy will impact the outcome of how many shots hit in the volley).
4vs4, any weight class. However ai tank count will change depending on expected mechs in the match. For eg if there are a lot of assaults then be prepared for lots of SRM carriers, Demolishers, etc...
https://youtu.be/_erkGcwMUFo?t=6m34s
Easily works. You got a way to get info for the Long Toms, a game mode to capture or disable them, and then the proper invasion.