More Incentives For Dedicated Support Builds?
#1
Posted 26 December 2016 - 12:22 PM
However, one thing that bugged me is that the game never seems to properly reward support roles in the game. Sure you do get some minor rewards for scouting/tagging the enemy but you will never get the exp or credits of mechs that just do damage.
For example, I've built scout mechs before that were used purely for just that, scouting. ECM arctic cheetah with tag, narc, drone and air strike, hiding behind the enemy team and keeping them pretty much all visible to my team throughout the entire game, letting them out maneuver the enemy and get constant LRM locks. I never fire a single shot but greatly contribute to the team victory.
I've also built a Nova support platform with 3 AMS and perks and hung around the center of my team taking down as many LRMs as possible while also hunting down enemy lights that tried to do hit and runs on us. That's even less rewarding than the scout as AMS gives absolutely no rewards.
Basically you get rewarded if you boat a ton of lasers or LRMs and focus purely on doing as much damage as possible, but not if you try and actually support your team. It seems counter-intuitive in a game that's all about team vs team matches.
Has there been any indication that in the future supporting roles may be rewarded a bit more?
#2
Posted 26 December 2016 - 12:23 PM
#3
Posted 26 December 2016 - 12:26 PM
just jump back in and have some fun before the new skill tree comes out
is going to suck after it drops
#4
Posted 26 December 2016 - 01:41 PM
Please be sure to shoot robots
#5
Posted 26 December 2016 - 01:44 PM
#6
Posted 26 December 2016 - 01:45 PM
Bud Crue, on 26 December 2016 - 01:44 PM, said:
Meanwhile, I don't bring UAVs, and I find them offensive due to the fact that they don't use up any mech slots/weight. RIP my chances of getting rewards for supporting.
#7
Posted 26 December 2016 - 01:53 PM
Nothing like a solid wall of lurms to stop a rush dead in it's tracks.
Or make brawlers pee their pantaloons.
Nuff said.
#8
Posted 26 December 2016 - 02:12 PM
Novakaine, on 26 December 2016 - 01:53 PM, said:
Nothing like a solid wall of lurms to stop a rush dead in it's tracks.
Or make brawlers pee their pantaloons.
Nuff said.
You already get stupid amounts of cash from your inflated damage numbers, the people giving you the ability to fire those LRMs deserve to finally get their paycheck.
#9
Posted 26 December 2016 - 03:18 PM
#10
Posted 27 December 2016 - 12:17 AM
#11
Posted 27 December 2016 - 12:37 AM
rewards for overheating damage suffered by mechs you recently heated up with flamers. Kill to you, not suicide to the enemy if he died from overheating after you heated him up with flamers.
Nuff said.
#13
Posted 27 December 2016 - 12:56 AM
Novakaine, on 26 December 2016 - 01:53 PM, said:
Nothing like a solid wall of lurms to stop a rush dead in it's tracks.
Or make brawlers pee their pantaloons.
Nuff said.
Or suppressing that KDK-3 and MAD-IIC.
Edited by El Bandito, 27 December 2016 - 12:56 AM.
#14
Posted 27 December 2016 - 01:13 AM
So if they are going to buff those rewards they better make the gameplay impact higher too.
#15
Posted 27 December 2016 - 01:21 AM
Jasta85, on 26 December 2016 - 12:22 PM, said:
However, one thing that bugged me is that the game never seems to properly reward support roles in the game. Sure you do get some minor rewards for scouting/tagging the enemy but you will never get the exp or credits of mechs that just do damage.
For example, I've built scout mechs before that were used purely for just that, scouting. ECM arctic cheetah with tag, narc, drone and air strike, hiding behind the enemy team and keeping them pretty much all visible to my team throughout the entire game, letting them out maneuver the enemy and get constant LRM locks. I never fire a single shot but greatly contribute to the team victory.
I've also built a Nova support platform with 3 AMS and perks and hung around the center of my team taking down as many LRMs as possible while also hunting down enemy lights that tried to do hit and runs on us. That's even less rewarding than the scout as AMS gives absolutely no rewards.
Basically you get rewarded if you boat a ton of lasers or LRMs and focus purely on doing as much damage as possible, but not if you try and actually support your team. It seems counter-intuitive in a game that's all about team vs team matches.
Has there been any indication that in the future supporting roles may be rewarded a bit more?
dude, i have been whining about how the broken the reward system is in the game forever.... its why the cancer of the game exists, cause they are rewarded for being cancer. Assaults who actually play as assaults and die pushing a point that results in team victory get hosed for doing so... but the useless Pokebears hiding even further back then the worst terribad LRMers is highly rewarded individually regardless if the team wins or loses. Reward Light Mechs for being LIGHTS... reward Assault mechs for ASSAULTING, seems like a basic premise to me but like everything PGI cant find their as$es with both hands, a map, a flashlight, a youtube instructional video, and a personal trainer.
Edited by I_AM_ZUUL, 27 December 2016 - 01:23 AM.
#16
Posted 27 December 2016 - 01:30 AM
Let's consider scouting. Right now, when lights (or fast mechs, not just lights) don't scout, everyone kind of wanders around aimlessly. No one knows where to go, because no one knows where TO go - that is, where the enemies are. They straggle out into a long line and generally get flanked, or picked off a few at a time.
Scouting prevents that. I'd call preventing a loss a pretty huge contribution.
Couple rounds ago, I ran around on an ach test build with a NARC. I happened to have a LOT of lrm missile fiends on my team, who happened to also be pretty spot on shooting for the beaconed mech.
My own damage was paltry. But my team ended up rolling something like 12k 1d (pretty sure it was me that died too). Giving your team a natural focus for massed missile fire, particularly if done intelligently (eg: only marking one mech at a time, marking mechs according to their threat level) allows your team to accrue a large mech advantage safely - such that even if you die and fail to give that advantage throughout the match (and really, when there are few mechs left on either or both sides, that advantage matters less and less) your team is positioned for an easy win. I'd also call that a huge contribution. You know precisely what happens when one side carries a ton of lrms but there are no locks... or there are a BUNCH of locks. Damage gets spread out inefficiently (if dealt at all) and gets rolled when the brawling starts.
A lot of contribution is huge but invisible... until it doesn't happen.
#17
Posted 27 December 2016 - 03:16 AM
Alternatively, PGI can try to make so that any combination of roles and in any quantity would be balanced which, even for the top game companies, would be impossible...
Edited by Black Fish, 27 December 2016 - 03:17 AM.
#18
Posted 27 December 2016 - 04:35 AM
#20
Posted 27 December 2016 - 07:56 AM
RestosIII, on 26 December 2016 - 12:23 PM, said:
I've masteted a couple of dual AMS mechs because they announced that. Still waiting.
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