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Strategy & Tactics in MWO: Thoughts and Ideas


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#21 stun

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Posted 04 February 2012 - 05:10 PM

View PostHellen Wheels, on 04 February 2012 - 12:20 PM, said:

I've seen a lot of thoughts and ideas posted lately about individual likes and dislikes with the role playing and experience paths the developers have revealed so far. I'd like to start a discussion in general about how you think the role playing and experience paths might affect the overall strategy and tactics we'll see used in the game. More particularly, I'd like to see a discussion about what you think will be successful S&T on the battlefield.



Just to address your first sentence. All I want is for experience points/levelling up/skill training to not affect the basic functions of an FPS. For example, if your reticle is directly on a mech where you know you cant miss firing a laser, but somehow it misses because of a lack of experience/skill points then I would be dissapointed. IMO pilot skill should be most important, where experience points and such should play a considerably more minor role.

#22 Hellen Wheels

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Posted 04 February 2012 - 05:25 PM

View Poststun, on 04 February 2012 - 05:10 PM, said:


All I want is for experience points/levelling up/skill training to not affect the basic functions of an FPS. For example, if your reticle is directly on a mech where you know you cant miss firing a laser, but somehow it misses because of a lack of experience/skill points then I would be dissapointed. IMO pilot skill should be most important, where experience points and such should play a considerably more minor role.


That's an interesting point, and I agree with it.

I think there needs to be some mechanism (another leveling level?!) where three months down the road the new player doesn't get swamped and overrun by veterans.

That would be a game killer.

We all know (here and now) that us posters and fanatics will be EL!T3 by launch, and certainly unbeatable 3 months in.

By that time, we'll know who's won, or we'll all be at elite level and duking it out on a hero level.

How do you keep the fan base going after us all elite's are finished?

=H=

#23 osito

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Posted 04 February 2012 - 05:28 PM

i do pretty good with
1st lance
2 scout (lights)
2 fast mediums/mediums w/ jj
2nd lance
1-2 mediums (top end of weight class
rest heavy's with lrms/long range weapons
3rd lance
all heavy's with hard hitting weapons. (possibly 1 assaullt class)

#24 Logan30

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Posted 04 February 2012 - 05:29 PM

Every thing I have heard about this game is starting to look good. I can not wait anylonger.

#25 trycksh0t

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Posted 04 February 2012 - 09:51 PM

View Poststun, on 04 February 2012 - 05:10 PM, said:


Just to address your first sentence. All I want is for experience points/levelling up/skill training to not affect the basic functions of an FPS. For example, if your reticle is directly on a mech where you know you cant miss firing a laser, but somehow it misses because of a lack of experience/skill points then I would be dissapointed. IMO pilot skill should be most important, where experience points and such should play a considerably more minor role.


Refering to the 'basic functions of an FPS' in regards to MW:O is incorrect. MW:O is not an FPS, unfortunately the previous MechWarrior titles treated 'Mech combat as such, and they were wrong. MechWarriors do not have direct control over their weapons. They point at a target, and are then dependent on their T&T system to hit what they're telling it to. If a MechWarrior pulls the trigger before their T&T has adjusted sufficiently to movement and range, or is not able to keep the enemy in his sights, shots miss or don't impact on the intended area. If the 'Weapon Convergence' skill that appeared in the recent DevBlog is anything to go by, I'd say PGI is looking to finally introduce this concept to a MechWarrior title, where it takes time to get optimum weapon accuracy, instead of the simple 'point, click, rinse and repeat" of the previous titles. IF this is the case, I will be thrilled. BattleMechs are supposed to be the ultimate merging of man and machine for combat, it's about time the MechWarrior series embraced that.

#26 stun

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Posted 04 February 2012 - 10:52 PM

View Posttrycksh0t, on 04 February 2012 - 09:51 PM, said:


Refering to the 'basic functions of an FPS' in regards to MW:O is incorrect. MW:O is not an FPS, unfortunately the previous MechWarrior titles treated 'Mech combat as such, and they were wrong. MechWarriors do not have direct control over their weapons. They point at a target, and are then dependent on their T&T system to hit what they're telling it to. If a MechWarrior pulls the trigger before their T&T has adjusted sufficiently to movement and range, or is not able to keep the enemy in his sights, shots miss or don't impact on the intended area. If the 'Weapon Convergence' skill that appeared in the recent DevBlog is anything to go by, I'd say PGI is looking to finally introduce this concept to a MechWarrior title, where it takes time to get optimum weapon accuracy, instead of the simple 'point, click, rinse and repeat" of the previous titles. IF this is the case, I will be thrilled. BattleMechs are supposed to be the ultimate merging of man and machine for combat, it's about time the MechWarrior series embraced that.


Maybe I shouldnt use the term FPS to discuss it then, if added complexity changes the definition of it. If there are features like what your describing with targeting adjusting to movement and range then great, you still have to move your reticle and click a button to fire, so im not really sure what you mean with "point and click". I'm all for more complexity added compared to previous mw titles, I just don't want skill quickslots so to speak for everything where all I have to do is click a button and depending on my XP points the mech does everything for me.

#27 trycksh0t

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Posted 04 February 2012 - 11:05 PM

View Poststun, on 04 February 2012 - 10:52 PM, said:


Maybe I shouldnt use the term FPS to discuss it then, if added complexity changes the definition of it. If there are features like what your describing with targeting adjusting to movement and range then great, you still have to move your reticle and click a button to fire, so im not really sure what you mean with "point and click". I'm all for more complexity added compared to previous mw titles, I just don't want skill quickslots so to speak for everything where all I have to do is click a button and depending on my XP points the mech does everything for me.


Got ya, I misinterpreted that post, so apologies on that one. The 'point and click' comment was in regards to the previous titles where you could fire as soon as your targeting reticle was over the enemy and have just about everything hit dead center, I should have clarified that a bit more.

In regards to the pilot "Skills", they're not skills that automatically kick in, they just unlock modules for purchase that can be equipped on your 'Mech in limited amounts depending on the chassis. From my understanding, that is the only use for pilot XP. Basically, if you can't hit the broadside of a barn yourself, no amount of pilot XP is going to change that, so I don't think you've got anything to worry about in that regard. Again, my apologies for the confusion, it actually sounds like you and I are on the same page.

#28 stun

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Posted 04 February 2012 - 11:20 PM

View Posttrycksh0t, on 04 February 2012 - 11:05 PM, said:


Got ya, I misinterpreted that post, so apologies on that one. The 'point and click' comment was in regards to the previous titles where you could fire as soon as your targeting reticle was over the enemy and have just about everything hit dead center, I should have clarified that a bit more.

In regards to the pilot "Skills", they're not skills that automatically kick in, they just unlock modules for purchase that can be equipped on your 'Mech in limited amounts depending on the chassis. From my understanding, that is the only use for pilot XP. Basically, if you can't hit the broadside of a barn yourself, no amount of pilot XP is going to change that, so I don't think you've got anything to worry about in that regard. Again, my apologies for the confusion, it actually sounds like you and I are on the same page.


Ahh no problem, but your right this game is not an FPS.

Yeah, thats all I really wanted to know.

#29 Nik Van Rhijn

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Posted 05 February 2012 - 10:47 AM

i think that we just don't know enough yet to formulate tactics. Variable maps will stop people "learning" maps and having set piece responses. We don't know what mechs we will have or how many of the changes they are introducing will play out. Large, organised Merc Corps will have a distinct advantages.over PUG's. I have a number of ideas though.

#30 Liam

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Posted 05 February 2012 - 11:11 AM

I 'm for base wars, base defend/assault, convoy defend/attack etc.

#31 Kaemon

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Posted 05 February 2012 - 11:14 AM

Tactics?

Find.Blind.Divide.Salvage.

#32 John Clavell

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Posted 05 February 2012 - 11:20 AM

This topic should be renamed 'Strategy & Tactics in MWO: Speculation unbound'.

#33 Xake

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Posted 05 February 2012 - 11:38 AM

View PostJohn Clavell, on 05 February 2012 - 11:20 AM, said:

This topic should be renamed 'Strategy & Tactics in MWO: Speculation unbound'.

You got that right.

We don't even know how big the maps are going to be, the devs have mentioned several times they HOPE that it will be 12v12. Too much unknown to nail down stratagem just yet. That being said ...

1 XO tracking damage / ammo / enemy position
1 Assaults as vangaurd for XO
4 Heavies or Assaults as shock troops
1 Fire support
1 Long range suppressor
2 Harassers
2 Scouts

This is a great setup for Search and Destroy missions.

... in my opinion. :)

Edited by Xake, 05 February 2012 - 11:39 AM.


#34 Hellen Wheels

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Posted 05 February 2012 - 01:21 PM

View PostNik Van Rhijn, on 05 February 2012 - 10:47 AM, said:

....
Variable maps will stop people "learning" maps and having set piece responses. [??!!]
....


There's only going to be a certain set of maps.
If there are infinite map possibilities, that's great...but,
The variables will be ironed out within the first week.
=H=





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