Scouting: How Does It Work?
#1
Posted 24 December 2016 - 06:08 PM
They escaped via drop ship and we lose...
meh
So how does this work to the tug'o'war tally? Do we gain scouting points or did we lose in the tug o war?
#2
Posted 24 December 2016 - 06:09 PM
#3
Posted 24 December 2016 - 06:16 PM
#4
Posted 24 December 2016 - 06:22 PM
#5
Posted 24 December 2016 - 06:24 PM
Luca M Pryde, on 24 December 2016 - 06:22 PM, said:
The only thing is, once the defenders are all down you have a small window as attackers to grab more intel. You can have one dude sitting near the dropzone and have the remaining attackers fan out and grab as much remaining intel as they can.
That means that whatever intel you grab as the defenders is intel that the attackers cannot clean up, in the event that you lost the brawl.
#6
Posted 24 December 2016 - 06:37 PM
#7
Posted 24 December 2016 - 07:14 PM
#8
Posted 24 December 2016 - 07:40 PM
Quote
Planet Intel
For every Data Point that an Attacker captures during a standard Scouting match, 1 Intel Point will be contributed toward the Attackers Intel value for that Planet.
Likewise, for every Data Point that an Attacker captures during a Counter-Scouting match, 1 Intel Point will be contributed to the Defenders Intel value for that Planet.
For example:
During a standard Scouting match the Attackers successfully escape with 10 Data Points.
Those 10 Data Points directly translate to 10 Intel Points for their side in the Scouting Info window.
For example:
During a standard Scouting match the Defenders manage to destroy all of the Attackers, and capture 8 Data Points.
As those Data Points were already under control of the Planet Defenders, the Defenders do not receive an Intel Points for their side in the Scouting Info window.
For example:
During a Counter-Scouting match the Attackers (actually the Planet's Defenders) successfully escape with 10 Data Points.
As those 10 Data Points are being reclaimed from the original Attackers, the Defenders have now earned 10 Intel Points for their side in the Scouting Info window.
#10
Posted 24 December 2016 - 08:46 PM
read up
#11
Posted 24 December 2016 - 09:04 PM
Edited by Bandilly, 24 December 2016 - 09:05 PM.
#12
Posted 24 December 2016 - 09:54 PM
this forces the drop ship to come and they have little chance of collecting any more data points
#13
Posted 25 December 2016 - 12:48 AM
At the end of the day you're better off just killing them.
#14
Posted 25 December 2016 - 01:19 AM
Wish they would employ someone capable of thought , but that would be a pointless exercise as they would always be overruled!
Management ftl!
#15
Posted 25 December 2016 - 01:41 AM
If you have a leg fetish (or thighs in my case), then I have GREATTM news for you. The "best" way to win the mode is by legging enemy Mechs.
As a Scout, legging all defenders (or the last defender) gives you a lot of breathing room to find more intel before the Dropship departs.
As a Defender, legging all scouts can really cost them the game depending on their current position and the Dropship's LZ. Since the Defender's objective is to prevent scouts from escaping with intel, then in theory, you should be able to win as a defender even when your team has already died by ensuring the Scouts don't reach the LZ when the timer runs out.
Also collecting intel as a defender is not as important, though it can help by making the scouts look for more intel longer. If you're a cheeky **** defender, you'd ensure that both sides have 9 intel and the remaining 2 are close together where you can set up an ambush and force the scouts into a killzone
#16
Posted 25 December 2016 - 02:53 AM
Luca M Pryde, on 24 December 2016 - 06:08 PM, said:
They escaped via drop ship and we lose...
meh
So how does this work to the tug'o'war tally? Do we gain scouting points or did we lose in the tug o war?
Luca M Pryde, on 24 December 2016 - 06:22 PM, said:
As defenders, you want to grab Intel, but as long as ONE Attacker is still alive, no more than 9...with the 10th, you are calling in the Attackers Dropship XD . By grabbing up to 9 rly quick, you potentially make it harder on the gathering Team to collect the Intel THEY need to call their Dropship .
As Defender, if you succeed to take out the enemy Team, you have a I think 1min Window where YOUR Dropship is in Transit, and then a 75secs Window where it hovers over the PickupZone . Plenty of time to gather MORE Intel, before someone steps into the PickupZone within the last few seconds...
Edited by Besh, 25 December 2016 - 02:57 AM.
#17
Posted 25 December 2016 - 04:03 PM
Besh, on 25 December 2016 - 02:53 AM, said:
As defenders, you want to grab Intel, but as long as ONE Attacker is still alive, no more than 9...with the 10th, you are calling in the Attackers Dropship XD . By grabbing up to 9 rly quick, you potentially make it harder on the gathering Team to collect the Intel THEY need to call their Dropship .
As Defender, if you succeed to take out the enemy Team, you have a I think 1min Window where YOUR Dropship is in Transit, and then a 75secs Window where it hovers over the PickupZone . Plenty of time to gather MORE Intel, before someone steps into the PickupZone within the last few seconds...
Yeh I get that. In that game about 9 bits of intel was around the starting area of the defenders in terra firma which was too far away for attackers to collect.
Hence why I said there was no point but actually I should of said in that particular game. I was just too lazy to make it clear.
Edited by Luca M Pryde, 25 December 2016 - 04:05 PM.
#18
Posted 25 December 2016 - 09:34 PM
Worst games are where attackers think they can get those flags and be done with it, and easily get killed one by one.
Edited by Teer Kerensky, 25 December 2016 - 09:34 PM.
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