One of the main things about playing the tabletop game was knowing the basics of the mission such as location, environment, possible enemy forces, logistics and such. I would suggest pilots would be able to know the map before they pick their mech so they can plan heat useage accordingly or long range versus short range weaponry. Also some sort of autobalance features to even out tonnage would be nice (I love being slaughtered by heavies and assaults when trying to play a light or medium) or you could have so many of each weight class slotted for each side that way you dont always have 8 assaults or heavies on one side. Just a suggestion.


Map / mech selection
Started by Bigbadaboof, Jul 27 2012 09:28 PM
2 replies to this topic
#1
Posted 27 July 2012 - 09:28 PM
#2
Posted 27 July 2012 - 09:58 PM
I like that you liked your own post.
I agree with this idea though, being able to know the map and plan which mech to use accordingly will make this game better. Hopefully they can balance the roles out too and make this game really enjoyable, its no fun when everyone is trying to go assault and theres no scout on your team.
I agree with this idea though, being able to know the map and plan which mech to use accordingly will make this game better. Hopefully they can balance the roles out too and make this game really enjoyable, its no fun when everyone is trying to go assault and theres no scout on your team.
#3
Posted 28 July 2012 - 03:46 PM
I agree there should be some tonnage balancing. I find it okay right now as we are still testing but I would not find these gunboats matches fun in the open beta. Far too many games end up with six or seven Atlas' and Awesomes slowly moving laterally while exchanging fire from a medium distance.
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