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Scouting: The Best Way To Win Is To Not Fight At All


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#21 Pat Kell

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Posted 13 May 2017 - 08:22 PM

View PostJugger Grimrod, on 12 May 2017 - 01:51 PM, said:

The OP is missing the point of Scouting, entirely. Myself and my fellow Scouts take the LCT to deny "predictable" Enemies the very thing they are looking for: a fight. It has nothing to do with the LCTs "survivability", it's the speed! Get in. Get out. Scouting is NOT a 4v4 Skirmish mode. Nor is it meant to be. If you are playing it that way, that's YOUR problem. If you are tired of being "read like a book", bring four ACHs or MLXs and actually try to counter the tactic.

We collect Intel to give our Invasion 12s the tactical advantages that can help them win their matches. My unit has dedicated Scouting Teams - that's all we do. We support our Invasion Teams 100%. That's our job. It's never about 4v4, or Cbills, or XP, or Match Score (see QuickPlay for that).... it's about the Intel. It's about Teamwork.

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That's a load of horse ****. In the match you linked that I was in, we literally didn't see a single one of you until 20 secs were left on the dropship timer. Fine, we brought the wrong mechs, that is on us and I will gladly take the loss. What pisses me off about the mode is that on almost every map you play, 4 locusts pirate banes can run around, collect 11 intel, call the dropship and wait until the last few seconds of the match and dive into the dropzone and there is literally nothing that can be done to stop it. Even 4 streak boats couldn't stop it unless you really derped. Even if we took all fast lights, nothing we have really compares to the locust in speed and difficulty to hit. It's not an even match and in fact, you would have to be a straight up noob to lose a match where you are gathering intel and bring 4 pirate bane's. It's the same way on the clan side if they bring 4 fast mechs with ECM. It sucks both ways and needs to be fixed. It's simple too. If there is an enemy mech standing in the square drop zone, you can't take off. You have to kill it or hope it backs out while you are in it. Yes, it's not supposed to be a skirmish mode but if you don't give one side a legitimate chance to win then it's a broken mode.

DERRRRR I have a super fast mech, I will run around, stop at several points, evade the enemy (which is extremely easy on most maps) and then dive into the square at the last second while laughing at the enemy and brag about how skillful I am at this game. Yea, little salt here but I don't like losing. Usually when I lose though it's because either myself or my team have done something stupid to cause the loss. This isn't anything that we did. I can't think of a single thing that can counter 4 locusts gathering 11 intel and dive bombing the drop zone in the last few seconds...I am all ears if there is something. I would be fine if you could pick between several different drop decks and end up losing because you chose the wrong one but seriously...what can you do to stop 4 locusts from running the whole match and just diving in...what?

Oh and bringing 4 cheetahs or mist linx's is not going to give you a fighting chance. The locust is faster then both mechs, is more difficult to hit and can basically just avoid the enemy until the dropship arrives...game over, you lose, no chance of winning=broken mode.

Edited by Pat Kell, 13 May 2017 - 09:04 PM.


#22 nehebkau

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Posted 13 May 2017 - 08:51 PM

View PostPat Kell, on 13 May 2017 - 08:22 PM, said:

...what can you do to stop 4 locusts from running the whole match and just diving in...what?


True, unless the gather person farks up, smoke-diving should be an assured win. Again, just an example of PGI not actually playing its game and just another example of how they choose to ignore any feedback that goes against their groupthink hive-mind.

But there are other game modes that suffer the same 'you cant win unless the other guys make a mistake' and PGI refuses to hear about it.

#23 Pat Kell

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Posted 13 May 2017 - 09:02 PM

View Postnehebkau, on 13 May 2017 - 08:51 PM, said:


True, unless the gather person farks up, smoke-diving should be an assured win. Again, just an example of PGI not actually playing its game and just another example of how they choose to ignore any feedback that goes against their groupthink hive-mind.

But there are other game modes that suffer the same 'you cant win unless the other guys make a mistake' and PGI refuses to hear about it.


Can you give me an example? I can't think of any other game mode where the ONLY chance you have is if the enemy makes a mistake. Granted, there are matches you will get in that you are just going to lose because the other team is just that much better than your team but that's not what I am talking about. I am talking about not having a chance to win AT ALL regardless of what mechs you bring and the only chance you have is if all 4 locusts just decide to derp and fight it out.

#24 Deathlike

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Posted 13 May 2017 - 09:05 PM

What needs to happen IMO is a specific change in scouting..

So if/when the dropship is triggered, a satellite scan would be initiated and ALL of the attackers mechs (the guys that have to get the Intel) would be revealed permanently once the dropship arrives.

That would be fair to the defending team, as then you have the 1-minute drill going, while still not providing the actual dropship location (you can be a little devious by faking a location where the dropship may or may not be).

#25 Pat Kell

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Posted 13 May 2017 - 09:51 PM

That would at least give you a chance to go get them...May still be difficult because locusts are so fast but at least you have a chance. I could go for that. You could bring all streaks and be assured a victory in fact but if you bring all streaks, there is a chance you will face a brawl team and get owned. There should be a counter for every situation, currently there isn't one for 4 locusts. Permanent satellite sweep may be too much so maybe every 30 secs for 5 seconds you get it....anything would be better then it is now.

#26 B0oN

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Posted 13 May 2017 - 10:03 PM

But...but..but...
Clans OP, right ?

#27 AssaultPig

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Posted 13 May 2017 - 11:57 PM

it's dumb that defenders don't have a way to block enemies from escaping; if I'm willing to stand in the drop zone and get shot by the dropship, I should be able to prevent scouts from extracting.

It's dumb that one side can win the fighting and even collect more intel, only to lose because an ECM locust (or whatever) ran into the drop zone just as the timer ticked zero.

#28 Jarl Dane

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Posted 14 May 2017 - 12:09 AM

ISENGRIM always bring fighting mechs.

Sometimes we get burned by ACH drops. They can have their cowardly points though. The IS command tells us to get INTEL and we can't even be bothered, we're probably the worst scouts in the game and we don't care. Odin doesn't want space-pronz he wants the crushed skulls of our enemy and their bloody entrails to adorn his gallows.

So we do what we can meet this request. Anyone who has met us in Scouting will attest to this fact. We fight.

#29 Psycho Cop

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Posted 14 May 2017 - 10:58 PM

4 man Locust groups are fine and all. But that would only secure you half the wins (gather mode).
I would find it more impressive if 4 Locusts would win the protect intel mode.

I like scouting, it's a bit like speed chess.
You have to anticipate your enemy moves in a short amount of time.

#30 Joey Tankblaster

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Posted 14 May 2017 - 11:23 PM

Pat is right. The mode is bugged both ways. You won't catch 4 locusts plus ECM and you won't catch 4 arctics plus ECM. So I guess the dynamics of bringing the intel to the dropship must be changed/revised.

#31 multisoul

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Posted 15 May 2017 - 12:33 AM

YOUR TEARS ARE INSIGNIFICANT COMPARED TO THE RIVERS THAT SPLASHED WHEN MARIK INVENTED THE MARIK LIGHT RUSH INVADING KURITA FOR DAYS
*during the first faction play

othervise i can only say: thats the way to do it
*but not me in my 50kph SHD

#32 Starwulfe

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Posted 15 May 2017 - 10:02 AM

It's mentioned here, I said it day one when scouting came out and have made sure Russ knows about it.
If a group can run around, collect, and get to the dropship unchallenged, fine. Good on them.

But If the protectors find the landing zone, get there under fire, at a minimum the timer should stop until they are removed.
It's a trivial fix too. PGI already has similar code to already do this.

Better yet would be some more dynamic.
if the dropship could be destroyed and leaves when it comes under fire.
Then after a set time, maybe a minute or two, a new pickup site is selected.
It would give the protectors time to hunt down the scouts, but eventually have to track down the new zone/smoke and hold there, possibly destroy the ship, etc.

#33 Commander A9

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Posted 15 May 2017 - 12:25 PM

I agree.

But this might mean that the Dropship will end up eventually getting buffed to do more damage...

Which will then cause teams to trigger the dropship by default to have it used as a 5th gun on the team.

If the DZ is hot, the Scouts shouldn't be able to just walk off the planet. The timer should stop.

#34 Fuerchtenichts

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Posted 15 May 2017 - 01:18 PM

Play "Scouting" the new 3D Jump & Run. Posted Image





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