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All assaults are essentially juggernauts
no they arnt. most assaults would not be considered juggernauts. juggernauts refer to a specific type of assault mech thats slow and has lots of weapons and armor, like the annihilator.
faster assaults fall into the striker role. then you have support assaults like the awesome. command assaults like the atlas/cyclops.
not all assaults are classed as juggernauts in battletech
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not all lights should be harassers. some should be scouts. some should be strikers. thats how it is in battletech.
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Then you have failed before you began because of the quirks necessary to make things like the Ice Ferret Prime even worth bothering with would be absurd rather than relying on some meta combination the carves a niche for the Ice Ferret and enabling that.
The Ice Ferret is another example of a scout mech that should have extensive electronic warfare capabilities.
The reason why mechs like the Ice Ferret dont work is because electronic warfare doesnt exist.
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We had half of that already with the first iteration of ECM, it was **** and didn't add anything of value to the game (in fact it was the reason there was an ECM arms race for a while when combined with the auto-CT streak issue).
I disagree. It was completely successful. It was so effective at creating chaos that people got flustered and panicked when cut off from their team's sensor network. PGI removed it because they felt it was too confusing for potatos to handle. But PGI was wrong thats exactly what the game needs more of: the ability to attack players in ways that isnt just damage. When you have multiple levels on which you can attack the opponent it adds tactical layers to the game.
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not really. what we have now is a shadow of what the scouting role should be. and electronic warfare is virtually non-existent.
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Except you are already in the least combative role in the game by taking a light. Taking something that sacrifices even more firepower for some "electronic warfare" is silly.
its not silly at all if those abilities can hinge the game. powerful electronic warfare abilities have potential to do just that.
how much damage you can do should not be the sole contributing factor to winning a game. there should be other ways to influence the outcome of a game besides damage stats.
we arnt talking about trading in firepower for weak abilities. they are going to be powerful abilities that when employed in the right instance can alter the game in ways more firepower never could.
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You mean the few that run NARC Ravens and such? You mean a subset of one of the most underrepresented classes in the game? Sorry, but there is a reason that is the case, because they simply aren't fun for the majority of people. There is such a thing as being TOO niche of a design, especially if a mech is DESIGNED around this role rather than it being a bad build people take.
Because those mechs dont have the proper tools to make it fun. NARC is crap in its current form. It should be more of a toolbox like iNARC is. For example, you should be able to manually detonate NARC beacons with the same effect as an explosive pod and haywire pod rolled into one. So you could leave the NARC attached to the target or manually detonate it and do some damage and disrupt the target's sensors/HUD.
The whole point of what im talking about is to expand the scouting role by adding new skills/equipments so IT IS fun.
The scouting/support role is only woefully underrepresented currently because it doesnt have enough power to affect the outcome of the game. Give it powerful tools that can leverage games and more people will play it. Its really that simple.
Edited by Khobai, 20 September 2017 - 02:48 PM.