Where's The Scouting?
#1
Posted 20 June 2013 - 01:54 PM
So they hide behind the assault mechs for most of the match, forcing the assault to guess where the best place to push is.
It really doesn't help that every guide tells them to do exactly this, because of the threat of getting obliterated instantly for scouting.
It's leading to terrible matches for assaults.
#2
Posted 20 June 2013 - 01:57 PM
What, you mean you haven't played every map enough to know exactly where the enemy will be every time? There is normally only one or two places people go to on any given map. Just because a player doesn't sit inside of a 100 ton tryhard mech doesn't mean they are forced into a scouting role.
#3
Posted 20 June 2013 - 01:58 PM
#4
Posted 20 June 2013 - 02:06 PM
Training Instructor, on 20 June 2013 - 01:54 PM, said:
So they hide behind the assault mechs for most of the match, forcing the assault to guess where the best place to push is.
It really doesn't help that every guide tells them to do exactly this, because of the threat of getting obliterated instantly for scouting.
It's leading to terrible matches for assaults.
I don't know what game you are playing, but it ain't MWO.
#5
Posted 20 June 2013 - 02:16 PM
#6
Posted 20 June 2013 - 02:22 PM
#7
Posted 20 June 2013 - 02:42 PM
I understand the pain of scouts, having playing Spiders extensively. You scout, and your team still hides behind some ******** ridge where they won't even be fired upon if they crest it as the enemy flanks around them. A couple of games like that you and you finally say "to heck with it" and set it to conquest only and cap it up.
#8
Posted 20 June 2013 - 03:12 PM
Role warfare is diminished by linear objectives. As a result, lights don't have much incentive to "scout" ahead as much as simply run to cap...or provide support by harassing assaults and heavies.
#9
Posted 20 June 2013 - 03:16 PM
With that in mind, ECM lights are useful if kept close to the main force, especially if fate decided not to grant you a half dozen ECM-equipped heavies\assaults
#10
Posted 20 June 2013 - 04:15 PM
The problem is that there is no reason for forces to spread out. Since the bulk of the heavy force have no reason to spread out, the maps(even the larger ones) become very linear and predictable. Combo that with now easy it is to get legged in a Light now(even at 150 kph).. and there really isn't much reward for stepping out too far from the main force.
IMO if they did more to encourage forces to spread out, you'd start seeing more value in scouting.
#11
Posted 20 June 2013 - 05:19 PM
Edited by General Taskeen, 20 June 2013 - 05:21 PM.
#12
Posted 20 June 2013 - 05:23 PM
General Taskeen, on 20 June 2013 - 05:19 PM, said:
Which makes me sad because it was the Raven-3L that I've waited for from the day that the Raven was announced.
This is the role that I want to fulfill but it is just so.. lackluster in its implementation,.
#13
Posted 20 June 2013 - 05:31 PM
#14
Posted 20 June 2013 - 05:39 PM
Urdnot Mau, on 20 June 2013 - 05:31 PM, said:
Eh.. the problem is that the Mediums are supposed to be the main bulk of the force since they have decent firepower but still maintain good mobility.
The problem is that this game doesn't do enough to encourage a mobile force over stacking mass firepower.
#15
Posted 20 June 2013 - 08:06 PM
I personally value it, because usually every bit of info produces a better chance at overall success. I prefer to scout and report back.. but whatever.
If we used a risk-benefit analysis graphic or something, I'm sure this is at the bottom of PGI's care list, just like most of you that feel about it.
Edited by Deathlike, 20 June 2013 - 08:08 PM.
#16
Posted 20 June 2013 - 10:22 PM
#17
Posted 20 June 2013 - 10:47 PM
Training Instructor, on 20 June 2013 - 01:54 PM, said:
So they hide behind the assault mechs for most of the match, forcing the assault to guess where the best place to push is.
It really doesn't help that every guide tells them to do exactly this, because of the threat of getting obliterated instantly for scouting.
It's leading to terrible matches for assaults.
Good scout pilots are just hard to come by... and by that I mean pilots who find enemy mechs, translates that information, and keeps from dying.
General Taskeen, on 20 June 2013 - 05:19 PM, said:
General Taskeen, on 20 June 2013 - 05:19 PM, said:
The fact that the raven takes 4 modules kind of negates this.
Seismic, Advanced Sensor, Decay, and UAV makes for a really killer electronics package. (oh and bap and ecm)
#18
Posted 21 June 2013 - 12:01 AM
"Enemy is.... where they always are." - This is just a big fail on PGI's part. They failed to create game modes / content that would promote anything else than "boat massive alpha".
You just can't expect people to drive mechs that are useful only 5% of the time! That's why every light is build for close combat.
And mediums? Who drives mediums?
#19
Posted 21 June 2013 - 12:17 AM
As for mediums, I play them with wingman mentality. I either stick with heavies and assaults to keep lights off their back or go help the lights when they have bitten off more than they can chew.
#20
Posted 21 June 2013 - 12:41 AM
It is very very useful to have early warning that the enemy is pushing a flank or hiding behind a ridge, and if you have coordinated lrm support an ecm scout hidden on the flank of the enemy is deadly. However in most PUG games it takes far too much time to type out "I am on their flank hidden and tagging, please put your missiles on target Beta... wait no he's moving into cover, fire on Charlie instead who I still can paint.." etc.
I think scouting will become more important to play once there is integrated voice comm.
I know scouting will become more important to play once there is integrated voice comm and a lobby where you can sort out team comp prior to dropping.
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