The Nerf Bat, on 02 September 2016 - 03:22 PM, said:
Odd? Militaries have been calling in strikes via map coordinates for over 100 years. What lurmboater wouldn't like to place a uav?
Teams could easily find a way to use either system. Not really interested in how pugs would use them.
1 Not sure what's hard to understand. Whoever has the modules on their mech. It's just a different way of placing items already in game.
At least there are counters to these. (Shoot down UAVS take cover ).
Gives you an advantage without being overkill.
3. May or may not be gamebreaking. It's still better than long tom. Especially since you can only use 1 at a time.
Just because you call an airstrike doesnt mean that mech will get hit. Unlike Long Tom which hits you no matter what obstacles are in the way. I'd rather face 48 airstrikes than 15 Long Toms.
Not controllable by a player? Most people don't want the game to play for (or against them). Automated death from above, no thanks.
Thses are just a few ideas. Not saying they are the greatest.
I
Remember: Real life facts don't effect science fiction mechanics.
I will state, I had a different thought on what you meant with your first concepts than what you seemed to have intended.
Besides that, for concept 1 and 2, I can see that kinda working, but I can also see some abuse to it as well. For a concept as to why, that could be upwards of 96 strikes that can be placed without the enemy needing to even be near you. Sure they have a cool down, but that could still be rather disturbing to game play. Might be balanced, and may be a concept that would need to be tested first before real opinions could be formed.
For concept 3... I'll just repeat that there could be 96 strikes that could home onto the nearest enemy mech (I'm presuming within a radius of the marker) that can't exactly be dodged nor avoided. This would probably be even more devastating than the LT. Just place the strike next to an enemy, and watch them dodge to no effect. Light mech? Might not be able to get away fast enough and instantly lose legs/die.
We need effects that benefit the team, but doesn't add additional damage controlled by the game (or player). They still need to be worth while, and the more "information", "enhanced preparations" or "sabotage" like effects they are, the better they match the flavor of the scout mode. We need mechanics that can't be abused by a player, but has meaning and impact, without having such an impact that it deteriorates the game play experience. But, it still needs to be worth the effort to keep players within the different game modes.
I see this as being buff effects on objectives and/or debuffs on defenses. Be that gate gens, O-gens, the Omega, turrets, etc. It matches the lower tiered effects, which is information on enemy composition and their location are periodic times during the match. (Even enhancing those effects wouldn't be a bad place to go...)
As I believe I've said before, this is of course in my opinion. I am by no means trying to dismiss your concepts. I'm just trying to debate how they would effect the game play if they did manage to get implemented.
BearFlag, on 02 September 2016 - 08:18 PM, said:
The easiest quick fix would be to try removing the 55 ton slot for Clan and see what it does to pug matches.
Question for you. What happens then when the Huntsman comes into the game? It can have upwards of 8 missile slots, and it's a 50 ton mech. Would you suggest, to stop the steak-man

... ah... Hunts-streak?

Streak-hunts?

Whatever... What would be your suggested fix than? To remove (as a quick solution) all 50 ton mechs from the game mode too?
I would like to insert that the Shadowhawk was in cannon a scout mech, and it's 55 tons...