

Speed as a potential balancing factor
#1
Posted 20 December 2011 - 09:13 AM
I'm going back to MW4 (not the best, but it's what I thought of) as an example. There was one mission where you had blow past some tanks to rescue a lance that was losing a fight. If you dropped in with four assault mechs, the lance would be gone by the time.
The idea that comes from this is a lot more general, though. If the objective is something other than "kill the other guys" you most likely won't start at the objective, so you have to get there. If the enemy is faster, they can get to the objective before you. Now instead of a fight over an objective you have to assault an enemy position, coming to them and fighting on their terms, giving them an advantage.
What do people think? Could this actually be a major factor?
#2
Posted 20 December 2011 - 09:18 AM
#3
Posted 20 December 2011 - 09:39 AM
Back on point. I think that Speed should be very important especially with regards to Light mechs. I want them to A.) be Recces/Recon unit and B.) securing forward territory before the lumbering Atlas gets tagged for artillery fire.
#4
Posted 20 December 2011 - 09:44 AM
#5
Posted 20 December 2011 - 09:52 AM
#6
Posted 20 December 2011 - 09:54 AM
#7
Posted 20 December 2011 - 09:58 AM
P.S come play on gameranger with MW4mercs free you will see what i mean.
#8
Posted 20 December 2011 - 10:10 AM
Whatever happens I just don't want my wasp to end up as cannon fodder.
#9
Posted 20 December 2011 - 10:14 AM
Was the scale in MW4 actually correct to the numbers, though? If one knows the height of a mech, then one can compare it to some static object on the ground, then time how long it takes to get from A to B at a certain speed.
I'm too lazy for that though.
#10
Posted 20 December 2011 - 10:28 AM
#11
Posted 20 December 2011 - 11:48 AM
So if we look at the strengths of each different class (hopefully avoiding the rock/paper/scissor model as much as possible) they really only work if the game mechanics don't render them pointless.
e.g. If we get perfect aim (as in previous MW titles) then speed is not a saving grace of light mechs.
You can monkey with this by doing 'stick' actions like slowing down the turning speed of an assault mech (rock), so they can't catch the lights (paper) and need a med (scissors) to assist, but then you're effectively nerfing the Assault class just to make the Light class playable.
This is one of the hardest things in games, it will be interesting to see how they approach it.
#12
Posted 20 December 2011 - 12:31 PM
#13
Posted 20 December 2011 - 12:43 PM
So long as the game isn't just team deathmatch, then non assaults will have a role.
I think assaults should stay the meanest...they're meant to fight, that's their role. Maneuver is the role of smaller mechs. Support of others...
Don't get locked in the deathmatch mindset and it'll be fine.
#14
Posted 20 December 2011 - 01:41 PM
verybad, on 20 December 2011 - 12:43 PM, said:
So long as the game isn't just team deathmatch, then non assaults will have a role.
I think assaults should stay the meanest...they're meant to fight, that's their role. Maneuver is the role of smaller mechs. Support of others...
Don't get locked in the deathmatch mindset and it'll be fine.
I am very hopeful we get some complex objective maps, that require mutliple roles to successfully navigate.
Engage NPC turrents, while your lights deactivate a mine field, so your heavies can capture the dropship before they escape, stuff like that.
Time based, objective based, roles based, that would probably be the sweetest thing about the game, IMO.
Edited by Kaemon, 20 December 2011 - 01:42 PM.
#15
Posted 20 December 2011 - 05:05 PM
Kaemon, on 20 December 2011 - 01:41 PM, said:
I am very hopeful we get some complex objective maps, that require mutliple roles to successfully navigate.
Engage NPC turrents, while your lights deactivate a mine field, so your heavies can capture the dropship before they escape, stuff like that.
Time based, objective based, roles based, that would probably be the sweetest thing about the game, IMO.
Yes!
#16
Posted 21 December 2011 - 01:28 AM
#17
Posted 21 December 2011 - 02:19 AM
If I as a light 'Mech can relay to the commander enemy positions my team already has an uperhand, and if from there my commander can direct the units at his disposal appropriately to take,hold, or destroy a target based on the units at their disposal effectively my team can and will win over a team that just puts out the heaviest equipment possible. Strategy, and tactics will win the day even in the face of overwhelming odds.
#18
Posted 21 December 2011 - 02:28 AM

#19
Posted 21 December 2011 - 07:07 AM
Speed really only becomes an advantage if you have enough room to get up to full speed and outrun the enemy.
If you're confined into a city map, which requires more turning and navigating obstacles, then speed does very little when trying to get away from the longer range (and considerable damage) assaults deal out.
Now you could slow the reload time of larger weaps, but I'd still like the option to run smaller weaps on a med/assault and basicallly turn them into a light hunter.
Of course 1 large weap on a light would be hilarious as well (light assault anyone?)
Edited by Kaemon, 21 December 2011 - 07:08 AM.
#20
Posted 21 December 2011 - 08:02 AM
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