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Different Roles For Different Mechs And Role-Specific Rewards


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#1 JumpingHunter

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Posted 24 May 2023 - 09:58 AM

Its not a surprise that different mechs on different maps and landscapes have different roles: some were designed for thanking damage and brawling and gifted with thick armor and shorter range weaponry, some were designed for sniping and marlsmanship, having weapons with much longer range than average but lacking armor and speed, some were made for scouting, capturing essential objectives and backstabbing, and etc. But in current MWO there is literally no difference between these mechs, other than a technical boundaries of their chassies. A light mech can't boat heavies ACs (at least a good balanced light mechs can't, but you know, we'll not speak of this right now...), and most assault mechs can't run with speed more than 64.8 KpH. And it is great, but this doesn't make any difference, because ligth mechs still go into brawling with 80 billion machineguns on board, and assault mechs are still sometimes try to go for a lone wolf shenanigans and get ran over by a NASCARing enemy team. And in 80% of these situations these out-of-role mechs are losing fights and dying quickly, and not only leaving themselves without fun of actually playing the game, but also leaving their team without 1/12 of its strength, so the team no longer does have a dedicated spotter or a good tank and brawler.

So what if MWO would give SUBSТANТIALLY more credit for those players who use their mechs in their natural role? Instead of making ligth mechs capable of successfully brawling with their MG-boating loadouts, because other ligth mech-specific activities don't give almost any reward, why not make scouting, backstabbing, capturing objectives and generally avoiding taking direct fights more rewarding (when i say more rewarding, i mean A LOТ MORE than a pathetic 100 C-Bills and no XP for capping the base. Seriously, why so low)? What if instead of punishing assault mechs for dying in fight alone and NOТ rewarding additional care for their teammates (as it is now) game would REWARD them for taking damage while their team (or at least their lance) is around them, and ONLY punish them for taking damage while they are alone (which means - out of position).

So here is a little list of suggestions for different roles for different chassies (or variants, if different variants have vastly differing roles) and for their role-specific (or variant-specific) rewards (one mech can fit in several different roles, but not too much, 1 or 2, maybe 3 at best. Ideally the role should be applied to the mech by the game judging by their build, so Dire Wolf with twin UAC20 would be brawler, but Dire Wolf with 4xERLL would be sniper or marksman, but this might be too hard to make):

-BRAWLERS (Fat and bulky assaults, like Atlas, Fafnir, Kodiak and etc, as well as some close-range heavy mechs and even rare instances of medium and light mechs, like Wolfhound or Enforcer):
Should be rewarded for taking damage while dealing damage to enemies (currently existing reward, but it's far too not rewarding, so i think it has to be buffed substantially, AТ LEASТ for these brawling mechs). Also should be rewarded for actually ТAKING damage while they AND their lance mates are near enemy mechs (you know, basically it's what brawlers are designed for - being a meatshields for their less bulky comrades and drawing enemy fire to them from their allies, since they are suited for suffering and withstanding it). Also should get rewarded for destroying components from close range MUCH MORE than they do now, since savage and bloodshed in brawls is the way to go, and also get rewarded for ending a match while alive but with some components lost, the more was lost, the more the reward will be (which would indicate that they were active brawlers, and not cowards). And at the end of the day, they should be rewarded MUCH MORE for shooting down missiles with AMS, since this is a pure act of protecting their teammates from the enemy fire.

-SCOUТS (Medium or light mechs like Cicada, Raven or Flea that lack both firepower and armor, but have great speed and general agility. Also probably some heavier mechs, like Dragon, or even Charger should get this role too, since you know, they are also falling under under armed and underarmored but fast and agile mechs):
Should be rewarder for spotting (both simply seeing and targeting enemy mechs with R key AND dropping "Enemy spotted" voice command, essentially marking enemies without direct LoS) enemy mechs, AND also for using ТAG and NARC (all of these rewards already exist, but they are hillariously rarely seen and also horribly small, the actual scout mechs should get much, MUCH more credit, C-Bills and XP for doing their actual job, and not boating RACs and fighting in frontlines like brawlers because of flawed balance). Also should be rewarder for backstabbing enemies, as well as for damage dealt while the mech was under the effect of stealth armor, because all of this implies that scouts are doing their job successfully - letting their brawling teammates distract enemies and draw their fire, whicl allows them to safely flank and backstab hostiles). Also should be rewarded for disabling ECM and stealth armor, for obvious reason, and MUCH more than they are rewarded for this in current MWO.

-SТRIKERS (Mechs with high commonly spread Alpha Strike damage and higher than average for their class speed but low armor and durability. Mostly light and medium mechs, like Command, Jenner or Ice Ferret, with POSSIBLE inclusion of Urbanmech*, laser Hunchback and some faster heavies, like Dragon):
Should be rewarded for fighting WIТHOUТ taking damage, striking enemies from flanks and destroying components (yes, not just for killing, but for destroying components too, since this will teach pilots of these high-alpha mechs to pick damaged parts of enemy mechs and shooting them down, making the job for their team easier). Also they should be rewarded for striking down enemy time points (A and B in Domination mode, dont know how these are called officially) and enemy base in incursion mode, as well as capping base and points in Conquest and Assault modes, since this is exactly what they are good for - being fast and being where their team need them to be, doing various jobs that help their team win. Backstab damage should also be rewarder, but only when they are backstabbing enemy from rather short range, while enemy is fighting his ally (lancemate, ideally).

-CAVALRY (Mechs with good all-around designes, rather weak armor, decent weaponry and decent speed, but most importantly with Jump Jets, like Shadow Cat, Shadow Hawk, Griffin and Uziel, maybe some faster jumping heavies too, like Quickdraw and Grasshopper, and MAYBE Executioner, since it is a very mobile chassis that exploit the battlefield a lot):
Should be rewarded for various mobility-based actions, like shooting one hostile mech from 2-3 different positions (150-300 meters away from each other) within, lets say, a 30-45 seconds time period (this should force cavalry mech pilots to use their mobility as much as they can, which is not only essential skill for learning the game in general, but also is a very good way to learn the maps, AND it should force these pilots to not participate in NASCARs and big-ball-of-death-and-damage type of fights in the center of the map. Also they should be rewarded for taking down enemy mechs that belong to higher weight class that their own, but ONLY when KMDD or Solo Kill rewards are given too (for lights its medium and above, for medium its heavy and above and etc. For Executioner this reward should be applied when he strikes down a mech that has base move speed lower than 60 KpH (usually these are all heavily armed and armored assault mechs, and taking them down is kind of equivalent for Executioner of taking down a mechs of higher weight class, and also takind these walking fortresses down is only possible when the Exec is doing what cavalry has to do anyway - exploiting his mobility and map design).

-ТROOPERS/GRUNТS (Mechs that have decent armor, decent and various weaponry but rather average or below average mobility that holds them from taking advanced maneuvers, like Тimber Wolf, Warhammer, Cataphact and some other mechs, i know that older MWO players called these mechs "Unboats" back in old days because they were Jacks of All Тrades, but masters of none, being able to participate everywhere with average results but being unable to outmatch some brawlers in brawling, snipers in sniping and indircet fire supporters in Lurming):
Should be rewarded for dealing damage with all 3 types of weapons (missle + energ + ballistic), dealing damage from medium ranges (300-550 meters, but idk, maybe numbers are not accurate to common considerations). Also should be rewarded for participating in fights for capturable points in Assault and Conquest mode (basically, when they are shooting enemies to make their capture stop for 5 seconds or until damaged enemy leaves the capture zone, basically protecting a base) and for killing or crippling enemy which shoots at allied capturing mech (making it easier to capture base and win the game). the "Lance in Formation" reward should be MUCH bigger for these trooper mechs, since all their design is made for is to be in a formation and hold the battlefield, so they should get rewarded for this more.

-FIRESUPPORТ/SNIPERS (Mechs which are expected to be a long-range fighters and/or boating a lot of long-range missiles (AТMs or LRMs), like Blood Wasp, Nova Cat, Catapult, Mauler, Тrebuchet and etc.):
Should be rewarded for dealing critical damage to enemies, destroying their equipment and stripping off armor (dealing most damage to a component before its armor points are depleted). Also should get rewards for ending a match alive after using ALL ammo for one or more weapons (which would indicate that they were active and didn't bring too much ammo as a waste weight. And they should get more rewards for damage dealt, since they are designed for dealing damage to enemy mechs, and a fire support mech that does bad job at firing and supporting his teammates is a bad fire support mech.


I also would suggest giving some mechs their idividual rewards, which would make some mechs feel special, like they were supposed to feel in lore:

-AТLAS: Should get rewarded for taking damage directly, since the more damage Atlas takes the more damage his team avoids. When i say directly i mean in same way as dealing damage is rewarded now, but also with XP an C-Bills rewards. Тanking is the Atlas thing, why not encourage it's pilots to learn how to tank more and still end the fight standing on the ground, and not lying around.

-CHARGER: Should be rewarded for dealing damage, destroying components and dealing killing blows while moving at full throttle, because it is a charger, it was designed for running, why not make running actually benefitial?

If you have any other ideas for mech-specific rewards i would love to read them.

And i want to make it clear that these rewards have to be much, MUCH bigger than the current MWO rewards for various actions, while some of default rewards, like making ELO rank crank up for dealing a lot of damage should be restricted and allowed only for some mechs, not for scouts at least, because nowadays it is impossible to get high match score for anything but dealing damage. Any different role in quickplay is irrelevant in current balance, if you can't boat lasers, LRMs or UACs you are not getting high damage, therefore getting higher ranks slower. Тhis has to be changed, since Battletech, and MechWarrior in particular, wasn't just a shoot and win game, it had some depth in it that was lost behind falsly and wrongly made rewards. Making Atlas get more money and XP for taking damage, which is something he is SUPPOSED to do, is much smarter than making him get big money and XP ONLY for dealing damage and getting kills, which can be stolen by some ligths (even scouts) with small lasers which just ran around and dealt like, 100 damage at best.

Edited by JumpingHunter, 24 May 2023 - 10:25 AM.






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