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Squating in the bushes for extended periods is not fun scouting.
#1
Posted 10 February 2012 - 02:45 AM
This is the tragic reality I face when I'm cruising with my top down on my paper thin scout vehicle. I don't mind that it's armor is almost non existent although I do have to say I’m surprised when I survive a heavy shot. What does bother me is my lack of active scouting options that involve living. Dodging, ducking, dipping, dancing, and dodging only gets me so far before my luck bar is out of juice. On that note this is where I beg you to put in substantial weapon leading mechanics and travel times for the sake of us little guys trying to tempt fate and survive.
Survival for the recon mech should be based around speed, stealth (low heat and radar sig as well as good bush squatting ability), and the gadgets! BAP, ECM, TAG, and even NARC while not powerful on their own are indispensable for the rest of the team. These all pretty much go with out saying but some other ideas I had are an insulated reactor type deal to reduce heat sig, light mech friendly terrain, and a good spread of mechs in a match that will give us a better chance of prolonged survival.
Much of this has probably already been considered but just remember to save some glory and an effective worth while niche for the little guy!
#2
Posted 10 February 2012 - 04:27 AM
#3
Posted 10 February 2012 - 07:13 AM
Quote
No, but it is realistic.
Your paper thin vehicle is hidden on the reverse slope of a hill. You = in a bush.
All kidding aside, there is a huge difference between reality and what makes for a playable video game. I can't see dismounted scouts doing a lot, unless they can spot for artillery, etc.
#4
Posted 10 February 2012 - 07:24 AM
Yanker, on 10 February 2012 - 02:45 AM, said:
This is the tragic reality I face when I'm cruising with my top down on my paper thin scout vehicle. I don't mind that it's armor is almost non existent although I do have to say I’m surprised when I survive a heavy shot. What does bother me is my lack of active scouting options that involve living. Dodging, ducking, dipping, dancing, and dodging only gets me so far before my luck bar is out of juice. On that note this is where I beg you to put in substantial weapon leading mechanics and travel times for the sake of us little guys trying to tempt fate and survive.
Survival for the recon mech should be based around speed, stealth (low heat and radar sig as well as good bush squatting ability), and the gadgets! BAP, ECM, TAG, and even NARC while not powerful on their own are indispensable for the rest of the team. These all pretty much go with out saying but some other ideas I had are an insulated reactor type deal to reduce heat sig, light mech friendly terrain, and a good spread of mechs in a match that will give us a better chance of prolonged survival.
Much of this has probably already been considered but just remember to save some glory and an effective worth while niche for the little guy!
WHEW! For a moment I thought your were starting a discussion about being frustrated with how long it took to have a bowel movement in the wilderness!
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Kidding aside... I think if the pay-out justifies the means, it will be more tolerable. As PGI has noted, virtually everything you do within the context of your role garners you XP... Where as this "other" game it sounds like you do the dirty work while the other players benefit from it with no compensation for a good job.
#5
Posted 10 February 2012 - 07:25 AM
An effective Scout can provide information about enemy location in a large map in order to move team forces into place to bring weapons to bear upon it. When the assault commences, the Scout can spot-assist team LRM capable Mechs to start providing fire support down on the enemy from maximum range. They can scan the enemy and report back crucial information to those who have sensors that aren't as powerful, in order to better target weak areas of the Mech.
And there will be times where Scouts have to perform countermeasures against other Scouts. This is where they can request assistance from heavies or assaults and then lead the enemy Scout to their team's position. For a good Scout, I think only another good Scout is going to be a direct threat; otherwise the Scout can have a solid understanding of where enemies are and keep themselves from harm while directing with the Commander to coordinate attacks.
#6
Posted 10 February 2012 - 08:20 AM
Add to that, the Commander should be guarded, so if you are feeling some heat, go squat behind the Command Mech until the threat dies or goes away mad.
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#7
Posted 10 February 2012 - 01:05 PM
The Scout-role might tempt you to stay in the brush and wait, but I think the Devs are designing this game in such a way that Scouts are encouraged to keep moving at all times. Eventually, when they release some electronics-rich Scout Mechs and fast Mediums, a careless Scout that sits in the brush is a Scout that can be TAGed unawares by an opposing Scout and then pummeled by opposing artillery or outflanked by a pair of fast Mediums.
Edited by Prosperity Park, 10 February 2012 - 01:09 PM.
#8
Posted 10 February 2012 - 02:08 PM
I can see a light, fast mover weaving far to the left and right using their speed to enlarge their info area of opportunity. Their support, a medium, is a bit slower so they are weaving not as far but alternating sides with the Light. The slower Heavies and Assaults are therefore not left too far behind so they can close and support the scouts retreat when needed.
This gives the commander the greatest number of opportunities to collect data, analyze it and guide the Lances into the best firing positions.
TL:DR - Move it, Scout! I ain't paying you to make water.
#9
Posted 10 February 2012 - 04:34 PM
Yanker, on 10 February 2012 - 02:45 AM, said:
I will always think fondly of the 'little guy'...
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#10
Posted 10 February 2012 - 05:47 PM
#11
Posted 11 February 2012 - 12:14 PM
I personally love to scout, the thrill of ducking, dodging, weaving and harassing my opponents while giving positional data to me lance mates. I want them to not change scouting at all, as this is what makes it scouting. If you're personally opposed to scouting, then take a light/medium mech that is oriented towards combat. We don't have the full lineup of mechs that are going to be included in the launch, so its possible that the inclusion of them are yet to come.
My opinion? Work on the electronics packages, the way radar works, make scouting BETTER, not change it completely.
#12
Posted 11 February 2012 - 12:20 PM
Its called UAV's your a scout its luck
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Dont play down on the lights
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#13
Posted 11 February 2012 - 12:41 PM
My ideal is the scout lurking, and enabling the fire support mechs to launch indirectly, and the skittering off to set up again and direct incoming fire. All the while earning points for the damage done thru his targeting. I'd love to play either side of that equation.
-D
#14
Posted 11 February 2012 - 12:44 PM
Rabbit Blacksun, on 11 February 2012 - 12:20 PM, said:
Its called UAV's your a scout its luck
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Dont play down on the lights
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Wise words , I've seen light pilots jump and do head shots many times.......never count out the little guys.
#15
Posted 11 February 2012 - 12:55 PM
Edited by Nik Van Rhijn, 11 February 2012 - 12:55 PM.
#16
Posted 11 February 2012 - 03:08 PM
Stationary scout = failscout
#17
Posted 11 February 2012 - 06:47 PM
Speaking of MW4, scouts were horribly under appreciated by the game itself due to super-accuracy that all weapons converging perfectly on your reticule at any moment caused. At 800m+ you could get hit perfectly if you broke their crosshairs for a split second. Hopefully MWOs convergence mechanic will allow for some inaccuracy that the previous MW installments never took into account, EVER.
#18
Posted 12 February 2012 - 02:16 AM
Doolie, on 11 February 2012 - 12:41 PM, said:
My ideal is the scout lurking, and enabling the fire support mechs to launch indirectly, and the skittering off to set up again and direct incoming fire. All the while earning points for the damage done thru his targeting. I'd love to play either side of that equation.
-D
The lurking concept is exactly it. Don't get me wrong I don't mind watching the rear and sitting in a bush along a map edge to make sure our flank is clear but actually skirting the enemy trying to stay undetected while repositioning, jamming, and transmitting intel is what I am craving. Think of it this way, your assault mech is more like Rambo and the scout is more like James Bond. Staying in the shadows, investigating situations, busting out the cool gadgets, making daring escapes, and getting love from the ladies is what the scout mech is all about.
Mautty the Bobcat, on 11 February 2012 - 12:14 PM, said:
My opinion? Work on the electronics packages, the way radar works, make scouting BETTER, not change it completely.
I love scouting and I'm not saying that I need bigger gunz to kill noobz with but what I am asking is while the light mech does not pack the tonnage that an assault mech does please don't diminish its importance to the team. I'm not asking for a scouting verson of the Wolfhound and to be even more honest I could care less about even having guns on my mech. Sitting shut down in a bush trying to keep your heat and radar sig down so I can keep my eyes glued down one possible approach is not fun scouting. Now dont get me wrong I don't mind doing that if I have to but if that is the cold reality of scouting from game to game I'm going to loose intrest and run as something else or just quit.
As far as your last point goes, its right on.
Nik Van Rhijn, on 11 February 2012 - 12:55 PM, said:
THIS is what I am talking about. Dont let the fast mediums render lights obsolete.
#19
Posted 13 February 2012 - 11:17 AM
#20
Posted 13 February 2012 - 11:23 AM
Aegis Kleais™, on 13 February 2012 - 11:18 AM, said:
True, but the other extreme is just as bad. An attacking force is made up of mostly mediums and heavies because that is what they have been piloting. Then they attack some planet that is a lance of only Atlases that are sitting there defending some target in the middle of town. I don't see how a few Catapults and Dragon's are going to take on 12 Atluses...
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