#101
Posted 03 February 2012 - 11:36 PM
#102
Posted 03 February 2012 - 11:41 PM
I will be building one bamf scout mech, as an advanced scout specializing in IDF/ECM/ECCM.
Oh joy!
#103
Posted 04 February 2012 - 12:27 AM
Orzorn, on 03 February 2012 - 05:37 PM, said:
If a mech is wailing on your ally, as a defensive orriented mech, you can charge them and kncok them off of your ally, giving your ally time to escape and also forcing the enemy to focus on you instead. In addition, each vision mode can be extremely useful for a defensive styled mech, allowing you to spot danger before it can ambush your group and take out key mechs.
I'm aware that there are no specifics or gameplay yet to back up either conclusion. There is a possibility that they make the game in such a way that these can be used as defensive abilities but I'm giving feedback on what's presented as I see it.
I really do like the MW/BT games but I'm trying to give objective feedback based on my first impression on the trees they presented along with what information I know about the game. There are not a lot of useful defensive maneuvers in MW/BT outside of changing your armor type, using AMS/ECM, terrain usage and movement so it's hard to make skills that represent those because mechs don't dodge stuff.
Perhaps the modules will have the bulk of the defenses in the form of increased armor and such (if those exist). I just think that the Attack/Defense tree would be better called a Combat tree (again based on my initial impression of the information presented) or something similar because calling it an Attack/Defense tree makes me think that it is like a Feral Druid in World of Warcraft where I can pick to be one of two roles (tank or dps) within one tree.
I won't try too hard to guess how these things work with all the unknown theoretical systems that we have yet to hear about. As much as I like MWO already, I think that giving (my personal) biased feedback won't really help them improve it. Don't get me wrong. I'm not ranting. I believe that this system is an important part of the game so I'm trying to give my honest first impression. If my first look tells me that it doesn't look much of a defensive tree, then I am sure others think the same.
Edited by Elizander, 04 February 2012 - 12:28 AM.
#104
Posted 04 February 2012 - 12:58 AM
#105
Posted 04 February 2012 - 01:13 AM
#106
Posted 04 February 2012 - 01:59 AM
I'm loving the skill/mech customization and the like, but it seems to me that attributes for 2nd line/fire support may be a little thin on the ground..?
#107
Posted 04 February 2012 - 02:07 AM
#108
Posted 04 February 2012 - 02:10 AM
#109
Posted 04 February 2012 - 02:47 AM
#110
Posted 04 February 2012 - 03:03 AM
Philipe von Rohrs, on 04 February 2012 - 01:59 AM, said:
I'm loving the skill/mech customization and the like, but it seems to me that attributes for 2nd line/fire support may be a little thin on the ground..?
I would think that the defense role would pretty much fall in line with 2nd line and the commander with fire support. Obviously they aren't showing everything. Just an example...
#111
Posted 04 February 2012 - 04:12 AM
#112
Posted 04 February 2012 - 04:17 AM
Charging: Yeah!!!
Love it so far.
Will Scouts have magnetic, etc. from the start? That would be good, Why would Assult have it and Scouts not? Would be kind of redicolous so far the Radar doen't make it unnecessary.
The BT skill trees are looking good on the first view. I get it to be elite you have to know your Mech in every Detail, but if Mechs with no jj don't have to take this additional step I hope it't want take to long to learn all the Jump jet issues, even if it is kind of fair.
One thing is critical just now. Can every Mech be a good scout Mech in points of modules? Is there no benefit if you take a Raven instead of an Wolfhound? That would be a real shame!!!!
PS: What is AMS?
Edited by Dragorath, 04 February 2012 - 04:52 AM.
#113
Posted 04 February 2012 - 04:31 AM
#114
Posted 04 February 2012 - 08:40 AM
Dragorath, on 04 February 2012 - 04:17 AM, said:
Charging: Yeah!!!
Love it so far.
Will Scouts have magnetic, etc. from the start? That would be good, Why would Assult have it and Scouts not? Would be kind of redicolous so far the Radar doen't make it unnecessary.
The BT skill trees are looking good on the first view. I get it to be elite you have to know your Mech in every Detail, but if Mechs with no jj don't have to take this additional step I hope it't want take to long to learn all the Jump jet issues, even if it is kind of fair.
One thing is critical just now. Can every Mech be a good scout Mech in points of modules? Is there no benefit if you take a Raven instead of an Wolfhound? That would be a real shame!!!!
PS: What is AMS?
IIRC, Paul said earlier that mechs with no JJ will have that tier removed/replaced/something done to it, presumably because... well, knowing how to work JJs on a 'Mech that doesn't have them? Seems kinda pointless.
And AMS is Anti-Missile System.
#115
Posted 04 February 2012 - 09:12 AM
This is the one thing that will really annoy me...I can tell. What if I dont like the variant but I am forced to spend general XP on something im never gonna use, just so I can earn Elite. No doubt this is where I will be offered a choice to either pay £X or grind my way through...
Aside from this, they have got some well made ideas.
Edited by Commraid, 04 February 2012 - 09:18 AM.
#116
Posted 04 February 2012 - 10:25 AM
How will the attacks from UAVs and airstrikes be handled in game with specific emphasis on what does the player actually see when it happens? Does the player see a flight of fighters straff the battlefield or a drone swoop down from the sky and unload its payload, or does the player simply see the end result of an explosion? If these assets are indeed visible when used, they likely will have some sort of travel distance from "off map" to point of delivery, will they be targetable so as to destroy the drone or reduce damage from an airstrike roughly like what can be found in CoD Black Ops? I'm assuming satelite runs and arty/orbital bombardments will occur well beyond visual range and therefore un-counterable. This line of thought could allow for possible anti-aircraft defensive perks such as advanced warning of incoming aerial attacks and allow mechs such as the rifleman (if playablea) to actually be played in a more cannonical sense doing what the mech was actually designed to do. This could also mitigate some poster's comments on the potential of commander units dominating the field or an entire force that boats nothing but predator drone modules (for example).
Also will smoke / chaff / flares be implemented in the game for concealment and temporary spoofing of various sensor packages? Could these be deliverable by artillery strike since it has always mystified me why battlemechs have never had defensive dischargers like modern fighting vehicles? (Maybe chaff could be a potential defensive unlock that would give benefits of defense against NARCs or sensor ghosts on mag scans / flares would give resistance to missle locks and ir scans / smoke to obscure generic visibilty? Of course very dependant on how the targeting mechanics of the game are handled for any of this to be of any use and restricted by a limited quantity of uses if mech based.) Will users of arty strikes have a choice of what can be delivered ie, thunder minefields and cluster munitions potentially as sub-unlocks of the arty strike ability?
#117
Posted 04 February 2012 - 11:26 AM
Edited by benwarrior, 04 February 2012 - 11:28 AM.
#118
Posted 04 February 2012 - 01:39 PM
#119
Posted 04 February 2012 - 04:21 PM
InnerSphereNews, on 03 February 2012 - 11:00 AM, said:
- • DFA Damage Reduction – Reduces the amount of damage caused by performing a Death From Above attack
Otherwise, an interesting article.
#120
Posted 04 February 2012 - 04:38 PM
Pht, on 04 February 2012 - 04:21 PM, said:
Otherwise, an interesting article.
As with ramming vs charging, I would imagine that there is an element of technique to it.
Much like how skydivers and other parachutists eventually learn to execute proper parachute landing falls, there would be some correct vs incorrect technique to executing a "good" DFA attack that relies on controlling the angle and velocity of the attacking 'Mech before the attack hits and the balance afterward such that the attacking 'Mech remains upright and the attack maximizes potential damage to the target 'Mech while also minimizing potential damage to the attacking 'Mech.
Your thoughts?
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