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An Effective Solution For Fp Scouting Imbalance And Long-Dong Walk Off


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#1 Joey Tankblaster

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Posted 04 July 2016 - 12:53 AM

1.Introduce the Streak-SRM4 & 6 to the inner sphere.

It would work because ..
  • makes IS PUGs happy
  • equality
  • no more long-dong queue sadness
  • noob-friendly
  • Arctic & Jenner-2C tears all the way back to CJF space

2. Nerf the mega neutron long-dong artillery. Many problems solved.

#2 KinLuu

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Posted 04 July 2016 - 12:58 AM

We should not even talk about nerfing the Long Tom.

There is only one way to deal with Long Tom - removeing it.

#3 Nightshade24

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Posted 04 July 2016 - 01:20 AM

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.

View PostKinLuu, 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...

Posted Imagehttps://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.

#4 Joey Tankblaster

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Posted 04 July 2016 - 01:38 AM

Quote

Griffon with 4 of them and ECM.


A griffon with 4 SSRM-2s is heavily out-DPSed by everything the clanners can field. it doesn't even scare off a Jenner-2C. The SSRM-2 is a complete waste of tonnage. I haven't seen a single reasonably competent IS pilot out there using this piece of garbage.

#5 B0oN

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Posted 04 July 2016 - 01:48 AM

View PostKinLuu, 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 - driving lights properly.


Fixed dat for ya .

#6 meteorol

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Posted 04 July 2016 - 02:00 AM

And after we add streak 4 and 6 to IS...

IS baddies will use them and get crushed even harder by clan ASRM or SPL mediums, because boating streaks sucks balls against anything but lights. I played plenty of scouting matches this weekend, and in 9 of 10 matches clans fielded 4 mediums and zero lights.

Then they will come to the forum and cry CLAN OP even louder.

#7 MischiefSC

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Posted 04 July 2016 - 03:48 AM

View Postmeteorol, on 04 July 2016 - 02:00 AM, said:

And after we add streak 4 and 6 to IS...

IS baddies will use them and get crushed even harder by clan ASRM or SPL mediums, because boating streaks sucks balls against anything but lights. I played plenty of scouting matches this weekend, and in 9 of 10 matches clans fielded 4 mediums and zero lights.

Then they will come to the forum and cry CLAN OP even louder.


Again - baddies lose against goodies regardless.

The problem that streaks introduce is that in baddies vs baddies matches the baddies who don't have to aim have a big advantage against the baddies who do have to aim. That's the source of the problem.

I will say 4 coordinated streakcrows is puking up 240 pts of damage on a single target - that's enough to work even with SSRM scatter. Streakcrows are not bad; they're just mediocre against a good pilot.

That's the issue though. SSRMs work to make a terribad mediocre. Ironically they also make a good pilot slightly above mediocre. However most IS pugs can't aim and are even worse with regular SRMs. So 2 terribad Clan pugs with Streakcrows supporting 2 average or above average Clan players in Novas is actually a pretty solid team. 2 terribad IS pugs in whatever they bring plus two Griffins is only half a team.

Make sense? It skews the average, significantly.





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