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Escort Atlas Just Taking It


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#1 The6thMessenger

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Posted 13 December 2016 - 10:25 PM



I haven't played the game, im still updating. But i did watched a video that highlights the Escort game mode.

And i gotta say, PGI should have made the VIP atlas waaaaay smarter that it torso-twist and arm-shields, and it's not even attacking. They should have at least put AC20 + 3x SRM6A, and make said Atlas attack so it would discourage blocking. I'd do AC20 + 2x SRM6A + NARC, so that one salvo would not only heavily damage (not as powerful), but the NARC would mean auto lock.

ATLAS AC20 + 2x SRM6A + 2x ML + NARC

A raven could block the Atlas as shown in the vid at 5:20, seriously just another atlas can just block the VIP for all eternity (for melodramatic effect).

Even better, they should have given control of the Atlas to just another player.

Lastly, it seems that they fixed Atlas' limp, good for PGI.

UPDATE:

View PostThe6thMessenger, on 15 December 2016 - 05:29 PM, said:

I've played the game, and i have to say the Attackers seems to be a bit more disadvantaged. As an attacker, i was only able to win on open maps like Polar Highlands, but with enclosed maps like Crimson Strait, our chances melodramatically skydives. It's still only a few days after the release.

But still, i do think that it would be a better balance to halve the current health, while putting offensive weapon to the atlas. Because already, attackers are heavily disadvantaged. With half the current health, it could be a boon for the Attackers, yet an extra risk/reward when it can shoot back at them.

Something like: 2x LL + AC10 + SRM6A + LRM15A + NARC + ECM if for long-range.


I'm still in favor of halving the current health and armor, in favor of giving it an offensive capability.

Currently because of the immense health, going after the VIP is a death sentence to the attacker in most cases i played because it means that the body guards are ignored and will kill you while you are preoccupied with the VIP, this (halving armor and health for extra ammo) changes that. It's a lot more vulnerable that way, so piercing through the defense will be more rewarding. Leaving the VIP alone means it will get killed more easily, while sticking with it means more firepower -- it's encouraging the defenders to act more like bodyguards than being just another strike-team.

Sure it's now a 13 v 12, advantage for the defenders, still it's a pilot worse than a potato and generally wouldn't participate in most firefights.

Edited by The6thMessenger, 15 December 2016 - 05:44 PM.


#2 Snazzy Dragon

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Posted 13 December 2016 - 10:36 PM

The best part is that it can be headshotted and have the ammo IN THE SIDE TORSOS be crit and cascade into the CT because IT HAS NO CASE. Instant CT death if you crit the ST ammo on either side.

#3 Appogee

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Posted 13 December 2016 - 10:40 PM

View PostThe6thMessenger, on 13 December 2016 - 10:25 PM, said:

And i gotta say, PGI should have made the VIP atlas waaaaay smarter that it torso-twist and arm-shields, and it's not even attacking.

I suspect they may add this.

They already have firing AI in the MW5 alpha. So they have the logic, they need to port it to CryEngine.

Edited by Appogee, 13 December 2016 - 10:41 PM.


#4 RestosIII

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Posted 13 December 2016 - 10:45 PM

View PostSnazzy Dragon, on 13 December 2016 - 10:36 PM, said:

The best part is that it can be headshotted and have the ammo IN THE SIDE TORSOS be crit and cascade into the CT because IT HAS NO CASE. Instant CT death if you crit the ST ammo on either side.


Wait, even though he doesn't fire, he still has ammo?

Posted Image

Good job, PGI. Maybe we should mention that to Russ on Twitter, see if it's on purpose.

#5 Zolaz

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Posted 13 December 2016 - 10:49 PM

Potato programmer can only potato so much for P(otato)GI.

#6 El Bandito

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Posted 13 December 2016 - 10:53 PM

More I look at it, dumber the game mode feels.

#7 Johnny Z

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Posted 13 December 2016 - 11:15 PM

Just been playing fp today and didn't know this was in qp.

#8 Vellron2005

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Posted 14 December 2016 - 01:22 AM

So.. it's basically an A-to-B walking wall we need to protect that rushes headlessly on?

Yeah.. I think I might be devoting my time to FW..

#9 kesmai

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Posted 14 December 2016 - 01:24 AM

Still have to lose an escort mission. Do not see a real problem, yet.

#10 sneeking

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Posted 14 December 2016 - 03:53 AM

I managed to play one escort mission in five hours of play, the vote for escort came up only twice in that time and the first time everyone voted against it....

The one time i got to play i lost in defense....

Not enough information to form an opinion yet ������

Edited by sneeking, 14 December 2016 - 03:56 AM.


#11 Lehmund

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Posted 14 December 2016 - 04:03 AM

View Postsneeking, on 14 December 2016 - 03:53 AM, said:

I managed to play one escort mission in five hours of play, the vote for escort came up only twice in that time and the first time everyone voted against it....

The one time i got to play i lost in defense....

Not enough information to form an opinion yet ������


Played Escort 3 times yesterday evening. 2x on Attack, 1x on Defense.

My team won all 3 matches generally due to poor tactics on the opponent's side:

Attack: The opponent 12-man was defending around the Atlas. That won't work since the Atlas moves around and eventually it gets exposed within 500m of our whole team.

Defense: We won primarily by getting our team out to meet the attackers AWAY from the Atlas keeping 1 mech as close range escort (me in this instance in a Huntsman medium. By the time the Atlas got close to the enemy, both teams were already brawling with each other, so any enemy mech that decided to shoot at the escort or the Atlas got ***** by the engaged mechs. It wasn't a roll. It was a fun one, and we won by wiping the other team.

Only 3 matches so experience will be different in the coming days for sure. However, so far my only complaint is that the ECM/Radar towers don't look like Towers at all (PGI used the Scouting point poles for these instead of good models), and the only way to tell if a "pole" is Blue or Red is by looking at the Minimap.

A. They should be actual radar/ECM towers, maybe the size of a large mech.
B. They should have a Blue or Red dorito on them to indicate who owns them at all times.

#12 Tristan Winter

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Posted 14 December 2016 - 04:06 AM

Some people just like to take it.

Bring out the Gimp.

Posted Image

#13 BattleBunny

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Posted 14 December 2016 - 04:08 AM

The atlas has extra armor and the damage done on it counts toward the total damage done. I am seeing giant inflated damage scores from farming the atlas.

#14 Juodas Varnas

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Posted 14 December 2016 - 04:17 AM

They should've made it a convoy of vehicles.
Like a couple of Coolant trucks, a Mobile HQ, maybe a Hector Road Train, a few tanks even!

It just doesn't make sense to escort an Atlas.
Atlas should be escorting us!

You could even work-in the vehicles into the Faction Play mode. Like for example, if one of the stages is the escort mission, if you get through the stage, the team that won, would have a bunch of these support vehicles in your base that could rearm (maybe even repair slightly) your mechs.
Posted Image

Edited by Juodas Varnas, 14 December 2016 - 04:21 AM.


#15 sneeking

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Posted 14 December 2016 - 04:33 AM

What i noticed was if ya escort a vehicle ya usually expect to know its route before you leave but here in mwo the escort knows about as much about the vip rout as the enemy does...

Go figure

#16 Goober Gabber v2

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Posted 14 December 2016 - 06:15 AM

View PostThe6thMessenger, on 13 December 2016 - 10:25 PM, said:


A raven could block the Atlas as shown in the vid at 5:20, seriously just another atlas can just block the VIP for all eternity (for melodramatic effect).


Strange. A few buddies and I tried blocking it but it just pushed a Marauder IIC and a Linebacker, at the same time, aside. However we were standing directly at its feet. I couldn't see well enough (watched the video on my phone) how the raven was standing exactly, but I could see he was at the Atlas' chest. Maybe the position of the blocking 'mech matters.

#17 Mechteric

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Posted 14 December 2016 - 06:29 AM

It walks slower than full speed, and doesn't even try shoot at you when you are right in front of it??? What the heck. Ok so I can see why it needs to move slow (so that the defenders can better react to its movements, even slow assault mechs), but it should at least make an effort to shoot something that is within its firing arc that is staring it in the face.


Another feature they should add is to give the defenders an idea of the path it is going to take so they can clear out the way in front of it a bit instead of having to keep an eye on it and hold its hand the whole time.



In my opinion, it should always have ECM, always STD engine. And then it should have some ability to shoot at close up enemies, AC 20, some SRMs and medium lasers would do the trick.

Edited by CapperDeluxe, 14 December 2016 - 06:53 AM.


#18 Burke IV

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Posted 14 December 2016 - 06:58 AM

I havnt played it yet, but just let me say "i told you so" :) As far as i can tell from past fps games bots only ever come in 2 forms, cheaty overpowered or pathetically bad. This game mode needs a player, but PGI is afraid that muppets will spoil it so we get this.

#19 NRP

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Posted 14 December 2016 - 07:26 AM

I played Escort a bunch of times last night. Won every time on defense, lost every time we were attackers. Except once, where we actually focused on the Atlas and killed it. Overall, it seems the Attackers are at a huge disadvantage. Sometimes the brawls are fun, but the defense turrets are unnecessary IMO. It's hard enough just finding the damn VIP, let alone being damaged by the time you reach a full health defense team.

#20 Gaden Phoenix

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Posted 14 December 2016 - 08:07 AM

Played it many times tonight.

I find the escort mode quite balanced and team derpness contributed way more to who wins the match.

For me I found:
1. Turrets are non-event are totally useless for both sides
2. Radar towers are the key point of the mode. He who controls the radar towers near the firing lines control the action. Yet pugs keep on insisting not to (re)capture them.
3. The Atlas is something you consider only at late match game. It either forces the attackers to push or forces the defenders to move. It is the wild card that changes the match if he walks pass your battle firing lines.
4. Seriously he who controls the towers control the action. Unless the Atlas forces you to change you battlefield.
5.Aggressive lone wolf pushes to kill the Atlas near always never work. As the Atlas has enough armour for Defenders to get to him while it holds out against a few mechs.
6. On the other hand using the Atlas as a shield too much is also derp. As while tough, it cannot hope to withstand a whole enemy company worth of firepower.
7. It is always better to wipe the defender team before considering the Atlas. Unless Defenders derp and allow you full acess to their Atlas.
8. At early stage Defenders have good radar coverage and know guess enemy team moves and prepare.

Edited by Gaden Phoenix, 14 December 2016 - 08:23 AM.






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