Rewards For Tanking Damage
#1
Posted 28 February 2017 - 04:32 AM
Now I am not saying just pay every player each time they are hit, but under certain conditions, it would not only be a nice way to reward players who tank those assaults like a boss with lack of concern for their own life (rather take the damage for the victory), but it could be designed to encourage things like flexing to spread damage, taking hits and seeking cover and fronting an assault (taking damage while relevant enemies die).
As an example, if you inverted the way the "hit and run" payoff works, a player who tanked some damage and sought cover could receive a "take cover" payoff, or someone who takes a lot of damage (and possibly dies) in an assault while enemies are killed around him in greater numbers, could receive a "took one for the team" payoff.
Obviously the idea would be to design it in a way that does not pay off just dying stupidly, or purposely getting shot, rather providing a bonus for people who are well versed in their armor rates, flex capacity and general tanking skills.
#2
Posted 28 February 2017 - 06:59 AM
#3
Posted 28 February 2017 - 07:37 AM
Something like a fixed Value for every 10 sec you are in the game while receiving 20+ dmg during said 10 sec. So the longer you stay alive under considerable fire, the bigger the Bonus (bonus would only be awarded if you do any damge on your own during that time - to avoid idle faming).
But not only for that. I can't count how often a battle was already decided because two light/medium pilots started using their brains and went straight to Charlie Lance to ECM-cover the slow assaults all the way to the battle line on Polar. Give them a bonus for preventing about 2k of Missiles raining down on them during their 4 minute walk to the battleline.
Just two examples how to effectly award tactical/teamplay instead of just getting paid for damage inflicted.
Oh, and while on it, please redo the KMDD count to only consider the damage done to the section that actually caused the Mech's destruction.
What good was the guy that painted 350 damage all over the assault against the guy who used his brain and aim to punch only 60 dmg right into the back CT, or even better just took some good aim to place 30 dmg into the head ?
Just had it this week: Kodiak went power down from heat. 2 other guys started running around him hammering lasers and SRMs all around over his armor. I stopped my Shadowcat for 3 seconds took aim alpha'ed my 3 ERLL and the Kodiak went down headless.
Was it my Kill ? Yes !
Did I get the KMDD ? No.
Did those two other guys conribute to the kill in any way ? No, not one other section appart from the missing head was even close to being cored.
Edited by Shu Horus, 28 February 2017 - 07:47 AM.
#4
Posted 28 February 2017 - 10:08 AM
Not a fully fleshed out idea but just something to toss in.
#5
Posted 28 February 2017 - 08:13 PM
I use this direwolf build to specifically hunt down enemy assaults.
Moby **** / +ammo
I tank and basically one shot to CT core enemy assaults. This is very good for the team and victory. But you get horrible C-bills because you only hit like 2 targets sometimes and do 600 Plus damage. It's basically a DPS dumper build. But for a large assault like the Direwolf this is par for the course and should be rewarded.
The speed is also a factor for the direwolf. Sometimes you only get to attack two targets. Even if you make it count it never gets good rewards on this build.
I think for Specific assaults or assaults in general they should get Damage(or increased damage bonus) counted along with tanking to emphasize rolls based rewards. This way getting 800 damage on two kills or solo kills doesn't give a piddly 100k cbills reward when you killed the two most dangerous enemies the team can face. But it should only be for assaults or specific mechs made to do massive damage like this.
Edited by Arugela, 28 February 2017 - 08:15 PM.
#6
Posted 02 March 2017 - 05:16 PM
#7
Posted 18 March 2017 - 02:23 AM
Particularly stuff like not rewarding people just standing completely still taking damage, not rewarding team mates taking team damage, and insuring certain conditions must be met for specific rewards (like how hit and run bonus works).
Even if rewards could be somehow scaled to a mechs overall armor rates, say if a mech has 250 armor when you combine all of his body parts armor ratings, he may need to chew through at least half of that before even being considered for certain rewards, or just relegating certain parts of the body as non rewarding target points, I.E. hits to the center torso are never really advisable or good to have happen (front or back) so if rewards were based more around taking damage in arms and left/right torso slots in particular.
EDIT, particularly considering some mechs have what are basically considered to be 'shield' arms, it would make sense to reward the usage of them beyond the actual combat advantages they provide.
Edited by Shifty McSwift, 18 March 2017 - 02:25 AM.
#8
Posted 24 May 2017 - 11:29 AM
Have the bonuses be related to tangible benefits of the dmg being taken, but also show us how much damage we took from, and did to, individual enemy mechs. Since the info is tracked, let us also click on the dmg taken/done, and expand it out to show an image of the target mech and your mech, with each component listed on the graphic with a color/number combo.
I can't tell you how many times I have been wanting more detailed information after a big crazy fight. "Who shot my leg off!?". I think it would also know sometimes who to apologize to if you say, have a light walk in front of your 4xuac and you're adv. zoomed in and you blow their leg off by mistake. Would also help keep intentional TK/TD under control by providing a mechanism to see who to report.
Most importantly it would help pilots improve both offense and defense when examining the post-game screen.
Which by the way, could you let us keep open indefinitely, and also go back to after? Maybe make that a premium feature or something (Maybe give me more of a reason than just some more e-dollars that I already don't have time to use).
Edit: And I think having the ability to go back and see detailed information for big/memorable fights would help lock us in more. A stupid screenshot when you have a great fight just doesn't do it justice, and even a recording doesn't give you all the detail you might want about how a fight went down.
Edited by Pottertown, 24 May 2017 - 11:36 AM.
#9
Posted 24 May 2017 - 11:41 AM
This is not DOTA or LoL or WoW. There is no "Tank" in this game (except maybe for the faster light mechs serving as dodge tanks). Any mechs, even the biggest most front-loaded dire kodiak atlas gets melted by 2-3 seconds of full frontal fire from just 2-3 mechs.
Where you'd expect a "tank" to tank, they melt. There is no such thing as a tank in MWO.
However... Any rewards for anything other attack are a welcome addition to the game, so yes, by all means there should be rewards for taking damage, and the flinking, spotting, etc rewards should get a buff - How about NARC and TAG rewards?
The rewards nowadays are far too focused on damage and kills, and this pushes players to blindly suicide-brawl instead of work as a team.
#10
Posted 24 May 2017 - 11:47 AM
Generic Internetter, on 24 May 2017 - 11:41 AM, said:
This is not DOTA or LoL or WoW. There is no "Tank" in this game (except maybe for the faster light mechs serving as dodge tanks). Any mechs, even the biggest most front-loaded dire kodiak atlas gets melted by 2-3 seconds of full frontal fire from just 2-3 mechs.
Where you'd expect a "tank" to tank, they melt. There is no such thing as a tank in MWO.
However... Any rewards for anything other attack are a welcome addition to the game, so yes, by all means there should be rewards for taking damage, and the flinking, spotting, etc rewards should get a buff - How about NARC and TAG rewards?
The rewards nowadays are far too focused on damage and kills, and this pushes players to blindly suicide-brawl instead of work as a team.
It's not every assaults job, but there should be an option to reward people for playing such a role. Especially with the new skill tree. Give someone a good reason to fill out the armor tree on their close range brawling Atlas. It can take more damage than other mechs, so every shot taken at them is a shot not taken at a target that is softer.
And it would be a great way to encourage people who run out of ammo or have weapons shot off to not just suicide like a moron or run, hide, and power down. I really like playing pure ballistic loadouts. Sometimes you run out of ammo. I already will do my best to draw fire or protect damaged/weaker targets. But it would be a nice boost for having contributed to the fight. At the very least it would be nice to have the option of seeing the details about how that damage was taken, and by what mechs/weapons.
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