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Rewarding Tanking?


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#21 Vellron2005

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Posted 28 December 2018 - 01:19 AM

View PostFRAGTAST1C, on 28 December 2018 - 12:46 AM, said:


Well, you did take the time to reply back. Don't mind me. I'm just passing through. LRMers are calling.


Replying does not mean that any nerves are struck.. It is simply something to do while bored at work.. Posted Image

#22 FRAGTAST1C

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Posted 28 December 2018 - 02:26 AM

View PostVellron2005, on 28 December 2018 - 01:19 AM, said:


Replying does not mean that any nerves are struck.. It is simply something to do while bored at work.. Posted Image


Sure, but the manner of reply sure indicates something very specific other than boredom :P

#23 CJ Daxion

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Posted 28 December 2018 - 02:32 AM

I've said many times tanking should be a thing.


The way i would do it, You are taking damage, while your teammate is attacking. Think hit and run tactic with flavor. The longer you live while taking damage, the more C-bills/XP you get. So a nice fat tank that spreads damage like a champ could make some nice bank.

often the tanker can't attack because they are to busy twisting and avoiding, while the teamate reaps the rewards.

#24 FRAGTAST1C

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Posted 28 December 2018 - 02:37 AM

Maybe track how many enemies have fired upon you. The game already tracks damage done by weapon type and displays it when you die. A bit more leveraging of data can yield, with high accuracy, just exactly how the damage was done to you and based on that, a tank reaps the reward accordingly.

#25 The6thMessenger

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Posted 28 December 2018 - 03:48 AM

View PostFRAGTAST1C, on 28 December 2018 - 02:37 AM, said:

Maybe track how many enemies have fired upon you. The game already tracks damage done by weapon type and displays it when you die. A bit more leveraging of data can yield, with high accuracy, just exactly how the damage was done to you and based on that, a tank reaps the reward accordingly.


Well, here's the problem. Do we just reward people with poor positioning that forced them to tank damage?

Because the way I see it, we can have such system but still have poor decisions indistinguishable to good decisions.

What about instead of specific score based on health? What if we just triggered score like "Defensive Kill".

Quote

"Tanking"

Awarded for receiving damage while the rest of the team is exposed. If there is at least 3 or more other available targets within the LOS of the attacking enemy and 270 meter AOE around the damaged target.

LRM IDF means other targets should be available to be locked.


This way, the system could differentiate events of poor positioning, to acting actually as a shield. This also encourages armor-sharing, because it will only be triggered if you are with your team being exposed altogether.

While this could also mean that the entire team is just out of position being poor players, but at least you are sharing armor and thereby taking one (or more) for the team. Else if the rest of the team is within cover, and you're the only one exposed, then it means you are the one out of position.

Bonus could provide 2000 CB and 2 MS per percent of hp lost, so a tank that happened to maximize health of at least 98% HP lost then it should award 196 MS and 196,000 CB. The criteria of HP lost incentivizes armor-rolling and side-shielding for maximum bonuses, else if they are a poor tank then they won't be rewarded as much.

Scoring could be triggered every after 1.0s of being damaged, with the net HP calculated in between.

Edited by The6thMessenger, 28 December 2018 - 04:05 AM.


#26 Ilfi

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Posted 28 December 2018 - 04:56 AM

The idea that you should be rewarded for poor play (read: taking damage) is inherently absurd. "Tanking" is at best covering up for another player's mistake. The only thing that should be tanking in this game is terrain. Use cover and line of sight.

#27 FRAGTAST1C

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Posted 28 December 2018 - 05:24 AM

View PostIlfi, on 28 December 2018 - 04:56 AM, said:

The idea that you should be rewarded for poor play (read: taking damage) is inherently absurd..............


I think you've missed the point entirely. It's not about willfully taking damage but it's to encourage players to be positive and share armour to keep your teammates alive longer.

The ideas being thrown in here are to make sure that the system isn't abused. That's all.

#28 Jman5

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Posted 28 December 2018 - 07:59 AM

I used to be sort of lukewarm about the idea of a tanking reward, but overtime I have come around to the idea if it's done right.

Making a proximity reward like was mentioned in the OP is key. I would go a step further and say that you don't just need teammates in close proximity for it to trigger, but also an opponent within a reasonable distance. Getting your butt shot from halfway across the map on polar highlands isn't you tanking, it's just you being sniped.

I would also like another tanking reward to trigger if you survived 15 seconds after the charge that triggers the first tanking reward. Too many players mistakenly think tanking is just you running at the team and getting blown up. The crucial part of a good tank is taking the hits and then cycling out so that you can continue fighting. This could mean intelligently moving forward toward cover, or throttling your speed back and letting guys in the back overtake you. This reward would encourage players to tank correctly. (which is what rewards should be used for)

One of the reasons I've started to think it's important to add this reward is because it encourages more selfless teamplay. Right now a good way to get a high matchscore is to load up on mid-long range weapons, use your team as a meatshield and just plink away at the bad guys. While I'm not opposed to some people providing overwatch for their team, the meatshields are also providing an important role too.

#29 Kaeb Odellas

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Posted 28 December 2018 - 08:12 AM

View PostIlfi, on 28 December 2018 - 04:56 AM, said:

The idea that you should be rewarded for poor play (read: taking damage) is inherently absurd. "Tanking" is at best covering up for another player's mistake. The only thing that should be tanking in this game is terrain. Use cover and line of sight.


Taking damage isn't necessarily a bad thing if it frees up your teammates to do damage.

Once you're called as the target of focus fire during a push, there's really nothing you can do to convince the enemy to stop shooting you until you're dead, and falling back on a push will cause it to stall and lose you the game. Let's reward those who aren't afraid of getting their paint scratched to secure the win.

We should also reward disarmed players who are eager to distract the other team instead of shutting down in a corner somewhere.



#30 FRAGTAST1C

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Posted 28 December 2018 - 08:18 AM

View PostKaeb Odellas, on 28 December 2018 - 08:12 AM, said:

We should also reward disarmed players who are eager to distract the other team instead of shutting down in a corner somewhere.


Oh, God, that's the most annoying thing I've seen. So many times in skirmish mode people just shutdown somewhere "safe". I think the shutdown button should be replaced with the self-destruct button.

#31 HenryFA

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Posted 28 December 2018 - 09:15 AM

View PostFRAGTAST1C, on 28 December 2018 - 08:18 AM, said:


Oh, God, that's the most annoying thing I've seen. So many times in skirmish mode people just shutdown somewhere "safe". I think the shutdown button should be replaced with the self-destruct button.


And people who use 2xERLL ACH hiding 600m away, camping and pop "sniping".





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