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Phantom Damage Or Mechs Light Mech Role Relevant


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#1 Yanlowen Cage

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Posted 12 November 2016 - 02:05 PM

Ok keep up with me here. Light mechs are primarily scouts. So I would say that a light mech that tags or narcs an enemy mech gets a percentage of phantom damage added to their final score in the match. It may, in some weird way, already work this way. but in my thought line say 25% of damage done to a mech while narced or tagged is added to the tagging or narcing mechs score. Caveat: mechs that tag or narc DO NOT get a 25% damage bonus from their own narc or tag.
caveat pt2: it only applies to missiles weapons damage.
Now some will say " but a heavy or assault could narc a target and get extra damage from his team mates firing at his target." ok all good but trying getting into postion to narc in a larger mech without getting yourself shredded.
May not work. but the extra damage for the light score would really make lights more scoutish and a larger part of the match.
BTW the 25%(just a placeholder number) would not be subtracted from the missile mechs score but an additionally phantom amount of damage that is given to the tagging or narcing mech.

#2 Champion of Khorne Lord of Blood

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Posted 12 November 2016 - 03:21 PM

So just giving mechs a proper bonus to their score and income for damage done to NARCed stuff like TAG already does? Maybe better than before?

#3 El Bandito

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Posted 12 November 2016 - 08:54 PM

TAG/NARC damage/kill should be added to match score, along with point caps, which will help Lights. Also, regular damage values should be cut in half again, which will help curb the upwards bias of PSR.

#4 LordNothing

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Posted 13 November 2016 - 01:20 AM

as much as its fun scouting just doesnt pay out. take my adder for instance, its a much better brawler than a scout, so when somone tells me to hold targets i feel like what hes really asking is for me to risk my buttocks for his score. or i can go hunting and break 500 and actually be of use to my team. also taking a scout is no guarantee that my team is going to use the intel i provide, and if they dont effort wasted, and worse, im handycapping my team because of my inability to damage the enemy since all my tonnage went to narcs.

#5 RestosIII

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Posted 13 November 2016 - 01:28 AM

View PostLordNothing, on 13 November 2016 - 01:20 AM, said:

as much as its fun scouting just doesnt pay out. take my adder for instance, its a much better brawler than a scout, so when somone tells me to hold targets i feel like what hes really asking is for me to risk my buttocks for his score. or i can go hunting and break 500 and actually be of use to my team. also taking a scout is no guarantee that my team is going to use the intel i provide, and if they dont effort wasted, and worse, im handycapping my team because of my inability to damage the enemy since all my tonnage went to narcs.


Brawler Adders. These are the builds that make me a mixture of confused, intrigued, and disgusted all at once. I assume an AC/20?

#6 Champion of Khorne Lord of Blood

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Posted 13 November 2016 - 01:30 AM

View PostLordNothing, on 13 November 2016 - 01:20 AM, said:

also taking a scout is no guarantee that my team is going to use the intel i provide, and if they dont effort wasted, and worse, im handycapping my team because of my inability to damage the enemy since all my tonnage went to narcs.


I just wanted to mention, this is the problem with all team games that have support classes and roles. Often times just having everyone deal damage themselves works better and supports rely entirely on having a competent team, which have been on the decline for years now.

Besides that, being a scout is like being support for the support, since you're just spotting for an LRM boat, meanwhile something like a UAC boat is a self contained team demolisher able to pump damage directly into what it sees with ease. I'm wondering if there even is a way to make support roles actually support a team rather than just be something the team has to support.

View PostRestosIII, on 13 November 2016 - 01:28 AM, said:

Brawler Adders. These are the builds that make me a mixture of confused, intrigued, and disgusted all at once. I assume an AC/20?


I use a UAC20 and 3 ERsmalls on mine most times. Some people will use 4 ASRM6 and a flamer or something, could also do 5 MPL or just 5 ERML for a more mid ranged one. UAC20+3ERsmalls Adder just pumps out a 55 damage burst very quick and with its quirks it can end up chewing someone up quick. Its also fast and small enough to be able to side peek repeatedly to wither an assault down without taking much damage if the enemy isn't a PPFLD boat.

Edited by Dakota1000, 13 November 2016 - 01:33 AM.


#7 Lily from animove

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Posted 13 November 2016 - 02:31 AM

Well, that woudl ahve to be chosen very carefully, unfortunately I can't find the video I posted back then, but you could farm quite alot cbills and score for just "supporting"

the issue is when a mech is brawlign another and the thrid one narc's it just for getting scores while in such a situaion it's unneeded but doen to grab th score.

View PostRestosIII, on 13 November 2016 - 01:28 AM, said:

Brawler Adders. These are the builds that make me a mixture of confused, intrigued, and disgusted all at once. I assume an AC/20?


I love my srm brawling adder, it's a load of fun.

#8 LordNothing

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Posted 13 November 2016 - 04:04 AM

View PostRestosIII, on 13 November 2016 - 01:28 AM, said:

Brawler Adders. These are the builds that make me a mixture of confused, intrigued, and disgusted all at once. I assume an AC/20?


you can put anything on an adder and be one tough cookie. srms, streaks, pair of uac2/lb2, a pair of uac5s, 5 erll, dual ppcs, lpls, erlls. nothing keeps you from running a single heavy weapon and some light stuff. uac10+erppc is pretty good. its slow but if you run it like a medium you get good scores. i mean i regularly break 500 damage with the thing. i like to think of it as a midget dire wolf.

Edited by LordNothing, 13 November 2016 - 04:06 AM.


#9 SeaLabCaptn

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Posted 13 November 2016 - 08:42 AM

I find it much easier to get better rewards with heavier mechs, I blame damage being a top priority on pay scale. I doubt any system will ever accurately reward true skill, but any improvement to our current system would be a welcome change.





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