CS is a lot less boring as some people might think it is .
Just need to get to a high enough level of playing it .
And in all honesty ... even after 15+years of CS there is more tactics, depth and diversity in most 5v5 CS matches than there is ever to be found in either QP or CW .


Scouting Is Boring
Started by maniacos, Jul 05 2016 11:12 AM
23 replies to this topic
#21
Posted 06 July 2016 - 08:17 AM
#22
Posted 06 July 2016 - 08:27 AM
I feel that Scout is the most balanced game mode PGI's produced, as there's a real cat & mouse effect to what you drop with vs what the enemy drops with. Guess wrong, and it's going to be a wipe, more than likely. And the brawls are fast, fun, and intense.
But I do agree that picking up the beacons feels real...odd...in a combat simulator. Just imagine this conversation around the "Big Table" in a military strategy planning meeting:
What would be more fun? Have there be 2-3 Swift Winds (or Elementals, for the Clans). They run off to four random buildings on the map. They get to the building and it takes them a minute or two to "get the intel" (really, this should be five minutes or so, but game-speed, etc).
Attackers have to protect these little guys as they do their thing and attackers have to take them out.
It just leads to a lot more strategies and less of the "Skirmish Mode with beacons as an afterthought" thing.
But I do agree that picking up the beacons feels real...odd...in a combat simulator. Just imagine this conversation around the "Big Table" in a military strategy planning meeting:
Quote
General: "Okay, gather all our intel - the enemy is landing on the planet."
Lieutenant: "Yes, sir - shall we load the servers and computers onto dropships."
General: "You stupid, short-sighted idiot: no, of course not. Load them onto easily-accessed beacons and then scatter them all the hell over the place. I want a download time of no more than ten seconds. By anyone."
Lieutenant: "Are...wait...are you being serious?"
General: "Damn right - that's the only way to protect intel."
Lieutenant: "Yes, sir - shall we load the servers and computers onto dropships."
General: "You stupid, short-sighted idiot: no, of course not. Load them onto easily-accessed beacons and then scatter them all the hell over the place. I want a download time of no more than ten seconds. By anyone."
Lieutenant: "Are...wait...are you being serious?"
General: "Damn right - that's the only way to protect intel."
What would be more fun? Have there be 2-3 Swift Winds (or Elementals, for the Clans). They run off to four random buildings on the map. They get to the building and it takes them a minute or two to "get the intel" (really, this should be five minutes or so, but game-speed, etc).
Attackers have to protect these little guys as they do their thing and attackers have to take them out.
It just leads to a lot more strategies and less of the "Skirmish Mode with beacons as an afterthought" thing.
Edited by Dawnstealer, 06 July 2016 - 08:27 AM.
#23
Posted 06 July 2016 - 08:34 AM
I'm bad, so scouting is still a challenge. Certainly not boring. Winning, is still, I feel, at best a 50-50 proposition under ideal conditions. Those ideal conditions are where I run as part of a four man team, where we all are running heavy hitters (Cents and Griffins), we stick together, and focus fire with extreme discipline. That ideal is hard to come by, and when it does it is down right exciting and even the many, many loses we suffer through are far more exhilarating than most other matches in most other modes.
Scouting is not boring, it is challenging (again I freely admit that I am a terrible player) and probably the most fun I have had playing since Tukyyid 1.
Scouting is not boring, it is challenging (again I freely admit that I am a terrible player) and probably the most fun I have had playing since Tukyyid 1.
#24
Posted 06 July 2016 - 10:03 AM
Tarogato, on 06 July 2016 - 01:44 AM, said:
You have to understand that this community wants nothing more than to shoot mechs.
For instance, since you mentioned CS:GO, I immediately thought to myself... maybe the defuse game mode might actually translate half-decently to MWO. You have a 10 or 15 minute match, one team spawns on the side with two bases and must protect them to win, the other team must infiltrate (plant the bomb) on either one of the bases to win. Imagine the bomb as being a bit of code, like a virus, that must be planted into the enemy uplink. Any mech on the team can plant the virus, and after 2 minutes the virus transmits and that team wins the match. But the defenders can come back to the uplink and win the match by wiping the uplink before the virus transmits via a 15-second cap.
So now you have an interesting game mode where scouting is important (which base are the attackers going to plant), positioning is important (do you spread your defenses evenly across both bases, or try to ambush the attackers before they get to plant?), and subterfuge is important (can you sneak an attacker through to an undefended base to plant the virus, can you sneak a defender in to "ninja defuse"?) ...
But then think about how it would actually play in MWO. If somebody on the attacking side plants the virus, everybody on his team will yell at him, "WHY DID YOU PLANT, I HAVEN'T EVEN GOT TO SHOOT ANYTHING YET" or on the defending side you'll hear "Please don't stop the virus, kill the enemy first"
... smh. You won't be able to do anything interesting without the vast majority of people complaining that they don't get to shoot enough mechs. Part of the problem is that the game rewards you C-Bills mostly for shooting mechs and not much else. Other part of the problem is... that people came to this game to shoot mechs. If they wanted a sophisticated, engaging strategical military experience, they'd probably be playing Arma.
For instance, since you mentioned CS:GO, I immediately thought to myself... maybe the defuse game mode might actually translate half-decently to MWO. You have a 10 or 15 minute match, one team spawns on the side with two bases and must protect them to win, the other team must infiltrate (plant the bomb) on either one of the bases to win. Imagine the bomb as being a bit of code, like a virus, that must be planted into the enemy uplink. Any mech on the team can plant the virus, and after 2 minutes the virus transmits and that team wins the match. But the defenders can come back to the uplink and win the match by wiping the uplink before the virus transmits via a 15-second cap.
So now you have an interesting game mode where scouting is important (which base are the attackers going to plant), positioning is important (do you spread your defenses evenly across both bases, or try to ambush the attackers before they get to plant?), and subterfuge is important (can you sneak an attacker through to an undefended base to plant the virus, can you sneak a defender in to "ninja defuse"?) ...
But then think about how it would actually play in MWO. If somebody on the attacking side plants the virus, everybody on his team will yell at him, "WHY DID YOU PLANT, I HAVEN'T EVEN GOT TO SHOOT ANYTHING YET" or on the defending side you'll hear "Please don't stop the virus, kill the enemy first"
... smh. You won't be able to do anything interesting without the vast majority of people complaining that they don't get to shoot enough mechs. Part of the problem is that the game rewards you C-Bills mostly for shooting mechs and not much else. Other part of the problem is... that people came to this game to shoot mechs. If they wanted a sophisticated, engaging strategical military experience, they'd probably be playing Arma.
This is what you get when the rewards system is skewed towards kills / damage.
They could not even come up with an appropriately adjusted reward system for Gather Intel so I am not holding my breath that player behaviour will change any time soon.
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