

Escort Atlas Just Taking It
#21
Posted 14 December 2016 - 08:30 AM
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
Posted 14 December 2016 - 08:37 AM
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
Posted 14 December 2016 - 08:45 AM
#24
Posted 14 December 2016 - 08:53 AM
#25
Posted 14 December 2016 - 10:47 AM
Gaden Phoenix, on 14 December 2016 - 08:07 AM, said:
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
Posted 14 December 2016 - 10:51 AM
sneeking, on 14 December 2016 - 04:33 AM, said:
Go figure
security measure to prevent leaks..
loose lips sink ship you know
lol
#27
Posted 15 December 2016 - 05:29 PM
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.
Aloha, on 14 December 2016 - 08:37 AM, 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.
#29
Posted 15 December 2016 - 09:21 PM
Vellron2005, on 14 December 2016 - 01:22 AM, said:
Yeah.. I think I might be devoting my time to FW..
"Rushes" he says. Me thinks you need to learn the meaning of rushing

#30
Posted 16 December 2016 - 01:17 AM
The6thMessenger, on 15 December 2016 - 05:29 PM, said:
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.
#32
Posted 16 December 2016 - 02:02 AM
HGAK47, on 15 December 2016 - 09:21 PM, said:

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

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
Posted 16 December 2016 - 09:18 AM
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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