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Escort Atlas Just Taking It


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#21 GabrielSun

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Posted 14 December 2016 - 08:30 AM

I'm lukewarm about the mode. I think it could definitely use some enhancements like the pathing displaying for the defending team or some kind of warning ahead of "Hey, you need to kill/defend this VIP" verbal notice at the start of the drop.

I find the typical pug style of sniping for 5 mins and then go in to finish each other off is a bad form of play for this type of mode. Every time I've played it the plinking snipers lose and the team engaging wins.

#22 Tatula

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Posted 14 December 2016 - 08:37 AM

I can see the logic of not allowing the Atlas VIP to shoot. It's the 13th mech on the defense team, and someone will complain that it's a 13v12 game.

Only played it a couple of times. Both attacking. Lost one and won one. I do hope they randomize the route because if they don't it'll be easy to setup an ambush at a choke point. I also hope they randomize the jamming beacons so you can't tell the route just by seeing where the beacons are.

#23 xTrident

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Posted 14 December 2016 - 08:45 AM

Just some more of PGI's finest work...

#24 Magnus Santini

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Posted 14 December 2016 - 08:53 AM

I lost a couple games the other night because the enemy took out the Atlas' side torso, destroying its IS XL engine. Say what? The Atlas never runs an XL engine because XL engines are not faster, they're lighter and more vulnerable. Atlases already take max engine so there is no advantage to an XL. More tonnage for weapons and ammo, you say? Not for the escort Atlas who does not shoot. Please fix the Atlas to take an STD engine like all Atlases everywhere, so the red team cannot wing it for the win.

#25 The Unstoppable Puggernaut

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Posted 14 December 2016 - 10:47 AM

View PostGaden Phoenix, on 14 December 2016 - 08:07 AM, said:

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.


I really agree, I've said before. This is basically another "kill the opposing team" mode, then consider the objective. That seems to be the best way to do things on all modes.

#26 Bulletsponge0

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Posted 14 December 2016 - 10:51 AM

View Postsneeking, on 14 December 2016 - 04:33 AM, said:

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

security measure to prevent leaks..

loose lips sink ship you know

lol

#27 The6thMessenger

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Posted 15 December 2016 - 05:29 PM

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.

View PostAloha, on 14 December 2016 - 08:37 AM, said:

I can see the logic of not allowing the Atlas VIP to shoot. It's the 13th mech on the defense team, and someone will complain that it's a 13v12 game.


To be fair, the mech is an idiot more so than the usual potatoes. It's not smart enough to brawl, to hide, it just walks.

And likewise it's an escort, that means you just have to kill the guy to win.

#28 Bill Lumbar

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Posted 15 December 2016 - 05:42 PM

View PostTristan Winter, on 14 December 2016 - 04:06 AM, said:

Some people just like to take it.

Bring out the Gimp.

Posted Image

Was this the scene from Pulp Fiction? Posted Image

#29 HGAK47

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Posted 15 December 2016 - 09:21 PM

View PostVellron2005, on 14 December 2016 - 01:22 AM, said:

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..


"Rushes" he says. Me thinks you need to learn the meaning of rushing Posted Image ...... that Atlas moves as slow as a sloth.

#30 xengk

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Posted 16 December 2016 - 01:17 AM

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

To be fair, the mech is an idiot more so than the usual potatoes. It's not smart enough to brawl, to hide, it just walks.

And likewise it's an escort, that means you just have to kill the guy to win.

We do not have potato combat AI to match.
The one on dropship/academy turret are CT aimbot.

#31 The6thMessenger

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Posted 16 December 2016 - 01:27 AM

View Postxengk, on 16 December 2016 - 01:17 AM, said:

We do not have potato combat AI to match.
The one on dropship/academy turret are CT aimbot.


I didn't say that it was a potato, i said it's worse than usual potatoes.

#32 Vellron2005

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Posted 16 December 2016 - 02:02 AM

View PostHGAK47, on 15 December 2016 - 09:21 PM, said:

"Rushes" he says. Me thinks you need to learn the meaning of rushing Posted Image ...... that Atlas moves as slow as a sloth.



Well, hey, to a snail, a sloth is rushing :D

But yeah, its slow, but keeps moving, regardless of danger ahead..

I've learned enough about the mode to conclude that PGI has implemented rudimentary, most basic A.I. available... simple Point A to point B movement..

Again, this takes immersion out of the game.. Why oh why would any realistic VIP capable of piloting an Atlas just keep walking into the enemy, regardless of battlefield situation, and never shoot back?

Is the VIP piloted by a pacifist child?

It's a shame.. really it is..

I hope PGI upgrades this behavior..

Altho, I get it.. if the VIP shot back, people would be whining over how the mode is unbalanced because the attackers have an extra assault mech.. Some people simply fail to realize that life is not fair. War is hell.

Adapt, survive, thrive.. of die.

The universe does not care..

#33 WrathOfDeadguy

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Posted 16 December 2016 - 09:18 AM

Since the Atlas seems to only move at stock Annihilator speeds anyway, there's no real reason not to just load that bad boy down.

I'd rather see it run something like this, however. Let it engage at range, but with lots of weapons that become ineffective if the enemy is allowed to close in, and only a light ammo load which should be long gone by the time the armor breaches (and also limit the VIP's potential damage output). Heat efficiency should be a non-issue with an AI; you can just script the thing to not fire whenever doing so would overheat it, so running a hot build also restricts the VIP's damage output. Speed is not an issue because even with an undersized engine it still has a higher top speed than PGI is allowing it to reach. Near-stock armor allocation because it's got superdupermegaplate quirks anyway.





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