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Hey Pgi, Escort Can Be Improve By...


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#1 FuhNuGi

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Posted 10 April 2017 - 08:15 PM

Just thinking out loud here..

But hey, PGI, would it take too much to allow the defending team the privilege of the path of the VIP?

It would be nice if the game mode allows teams to possess the knowledge of "your side is attacking" or "your side is defending" on the load in screen. This will allow for better preparation, increasing the "TTK" and use of planning and tactics instead of 30 seconds of on the run improvisation.

But, in the actual round... at least the next "leg" of the VIP should be displayed... this will allow time for defensive preparation and a better fight!.

Would this take so much effort on the "server side" of making a scenario event happen?

#2 N0ni

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Posted 10 April 2017 - 09:00 PM

View PostFuhNuGi, on 10 April 2017 - 08:15 PM, said:

would it take too much to allow the defending team the privilege of the path of the VIP?

This could be a commander feature, easy. Commander can plot out nav points for the VIP to follow towards the pre-determined LZ.

#3 Khobai

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Posted 10 April 2017 - 09:06 PM

the atlas needs weapons to be able to fight back too.

why would you put a VIP thats more important than an entire company of escort mechs in an atlas with no weapons?

it makes no sense. even if all its got are lasers it needs to be able to shoot something at enemies so it cant get killed by a friggin locust. it needs at least a pair of arm mounted large lasers or something so its not completely defenseless. the DDC has one energy in each arm if I recall.

it shouldnt stop and fire at enemies though it should just torso twist and move its arms to fire at whatever enemies it can while on the move to its extraction.

Edited by Khobai, 10 April 2017 - 09:09 PM.


#4 Shifty McSwift

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Posted 10 April 2017 - 09:24 PM

All it really needs to do is "issue commands" of its own whenever it selects a next flag to move to, that way it would show up on the map for all as it's next destination, and by proxy the path it will take.

#5 El Bandito

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Posted 10 April 2017 - 09:43 PM

Yep, info is critically lacking on many modes.

#6 The6thMessenger

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Posted 11 April 2017 - 12:32 AM

I'd remove the damn ECM Radar first. Gives people actual incentive to scout for info.

Second, i'll arm the Vip, at least with a freakshow of equipment, VIP Utility Fire Support. Ammo Unlimited, maybe.

Third, i'd make it so that the VIP path is plotted in advance.

Edited by The6thMessenger, 11 April 2017 - 12:35 AM.


#7 Widowmaker1981

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Posted 11 April 2017 - 02:10 AM

Escort mode cannot be redeemed without the complete removal of the insane ECM radar towers.

#8 ANOM O MECH

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Posted 11 April 2017 - 05:25 AM

How about getting rid of the ecm towers?

#9 Archer Magnus

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Posted 11 April 2017 - 05:45 AM

How about each team have their own VIP, that would lead to some crazy fights muhahaha!

#10 RedDragon

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Posted 11 April 2017 - 05:46 AM

View PostN0ni, on 10 April 2017 - 09:00 PM, said:

This could be a commander feature, easy. Commander can plot out nav points for the VIP to follow towards the pre-determined LZ.

Apart from Trolls abusing this feature, I don't think it would work out well. The VIP would get stuck constantly I'd imagine.

#11 Wildstreak

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Posted 11 April 2017 - 06:42 AM

List of what is needed in Escort:

1 - ECM towers either need fixing or removal. They have an issue similar to turrets auto-hitting CT, the towers cannot be countered by players' ECM in Counter mode.

2 - Could consider replacing AI Escort with a randomly chosen player from Charlie Lance. Possibly remove the symbol above the Mech noting the VIP. Change ECM towers to markers that show for Defenders what path the VIPlayer needs to follow by color coding on minimaps, Attackers have no markers on their maps. Now you have a VIPlayer who shoots back and the team can choose when to follow the path instead of being forced to push at times. VIP symbol removal makes the Attackers guess which is the VIP.

3 - Turrets need a Cone of Fire negative quirk. Aimed weapons can have a CoF as seen by MGs, that should mean lasers and ACs can have them too. Give all turrets a CoF so those MLs splash around a bit.

#12 Athom83

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Posted 11 April 2017 - 07:49 AM

QP;
1) VIP needs better AI.
2) VIP needs support weapons. (The6thMessanger's build is a good example, but slightly different)
3) Fewer turrets.
3.1) Turrets are deadlier (2 medium lasers + lrm5, ERLL/ERPPC, other).
3.2) Turrets are bigger and have more health, but are easier targets.
4) Radar towers =/= ECM towers.
4.1) Radar towers are unconquerable, but can be destroyed if found (like the Alpha/Beta targets on Domination).
4.2) ECM towers can be captured if they remain in the mode.
5) Attacker needs a periodic Satellite Sweep (every 2.5-5 minutes) that detects all above ground, powered up, non-ECM covered mechs.
6) Defenders should be able to see the VIP's possible route on their map.
6.1) VIP can decide to change route if it sees too many enemies on a route.

FW;
1) Most of the QP changes above.
2) Needs to be on some of the FW only maps.
3) VIP can be a random Assault class mech.
3.1) VIP needs to be faction dependent (Clans protect a Direwolf,Warhawk, etc)
4) Defenders spawn/respawn from underground lifts like the 1v1 arena.





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