Please make sure you develop out the standard tactics you see in all games where this (for example) archers kill this and is best used for that and tanks are best in the center, and etc. etc. Please get away from the use of this unit is used to fight that unit kind of play. I think a game would be more fun when players vs players don't get in the habit of using particular units to do certain tasks. I believe you need to watch out for that pattern. Otherwise, game play becomes monotonous and you start losing players because of it. It would be nice to jump into gameplay and find it refreshing that there's always something new or surprising. You gotta keep that kind of gameplay feel.
0
Get rid of the standard unit tactics
Started by Kyle Dragon Kurita, Mar 10 2012 12:35 AM
7 replies to this topic
#1
Posted 10 March 2012 - 12:35 AM
#2
Posted 10 March 2012 - 12:42 AM
I fully intend to surprise, not really sure how refreshing that will be for the opponents but it will give them something to think about.
#3
Posted 10 March 2012 - 01:50 AM
The problem is the 'old tactics' are the ones that work. feel free to improvise and try new stuff but a well trained company with lances drilled in their roles will eat you alive 8 times out of 10.
What did you have in mind for alternatives, I'm genuinely interested in your tactical ideas.
Semyon.
What did you have in mind for alternatives, I'm genuinely interested in your tactical ideas.
Semyon.
#4
Posted 10 March 2012 - 02:42 AM
I can't think of any "standard unit tactics".
I can take Hunchback and use it as is, or modify it into a laser boat, alpha striker, make him fast as snail, but with tons of new, shiny armor, give up his AC for a great boost in speed, or maybe exchange it for a PPC (yeah, that would require more than just the AC removed),...
There are almost endless possibilities the mech you face, can play.
Noone ever thought Dragon beats Catapult, it beats Atlas, Atlas beats Jenner, etc., this kind of way.
I can take Hunchback and use it as is, or modify it into a laser boat, alpha striker, make him fast as snail, but with tons of new, shiny armor, give up his AC for a great boost in speed, or maybe exchange it for a PPC (yeah, that would require more than just the AC removed),...
There are almost endless possibilities the mech you face, can play.
Noone ever thought Dragon beats Catapult, it beats Atlas, Atlas beats Jenner, etc., this kind of way.
#5
Posted 10 March 2012 - 04:10 AM
Kyle Dragon Kurita, on 10 March 2012 - 12:35 AM, said:
Please make sure you develop out the standard tactics you see in all games where this (for example) archers kill this and is best used for that and tanks are best in the center, and etc. etc. Please get away from the use of this unit is used to fight that unit kind of play. I think a game would be more fun when players vs players don't get in the habit of using particular units to do certain tasks. I believe you need to watch out for that pattern. Otherwise, game play becomes monotonous and you start losing players because of it. It would be nice to jump into gameplay and find it refreshing that there's always something new or surprising. You gotta keep that kind of gameplay feel.
I am not sure I understand you. You are talking like this is an MMORPG, where weapons have a Rock, Paper, Scissors principle, pre-determined hits and variable damage/crits through dice rolls/randomness.
Otherwise: weapons and electronics in BattleTech/MechWarrior do have certain roles. And depending on how you equip your Mech, your Mech might fit multiple roles at once, but not shine in any of them, or it may be specialized to a specific role (long-range support, brawler, scout, etc.).
Edited by Spooky, 10 March 2012 - 05:22 AM.
#6
Posted 10 March 2012 - 07:11 AM
As long as we get nice, big maps which don't consist of merely a limited series of chokepoints that should be fine. Usually these "all games" you mentioned suffer from exactly that problem, way to limited maps and thus tactical options. Of course no new ones can/will be developed/employed, if the game design railroads you towards one or two possible solutions. That is the exact same reason why many of these games get rather stale and boring quickly. With such a mediocre map design as, say, WoT for example, it doesn't matter that occasionalyl new maps come out, because you cannot bring enough maps out to make up for their shortcomings (ref. for those familiar with it the "Mountain Pass" and "Lakeville" maps as an example).
#7
Posted 10 March 2012 - 07:30 AM
In World of Tanks standardized tactics did not often work- the standard clan wars unit composition has almost always been to only use Tier 8 Artillery and Tier 10 Heavy Tanks- those of us in Panzac Reserves who did not have access to such big scary stuff often won through outmaneuvering with our lower tier mediums.
In one match (against Angels of Death) we only had 2 tier tens at the most, the rest being lower tier mediums and heavies, against a stacked AoD team of all tier 10s and artillery. We won by surging up the left pass on lakeville and overwhelming the 3 or so tier 10s they left to defend the cap point- all of their other tanks were busy slowly driving towards our base through the town.
Surprise is a powerful weapon, and it works best against opponents who due to their access to the biggest, toughest stuff (the equivalent of BT assault mechs) often suffer on the tactics side.
In one match (against Angels of Death) we only had 2 tier tens at the most, the rest being lower tier mediums and heavies, against a stacked AoD team of all tier 10s and artillery. We won by surging up the left pass on lakeville and overwhelming the 3 or so tier 10s they left to defend the cap point- all of their other tanks were busy slowly driving towards our base through the town.
Surprise is a powerful weapon, and it works best against opponents who due to their access to the biggest, toughest stuff (the equivalent of BT assault mechs) often suffer on the tactics side.
#8
Posted 10 March 2012 - 12:42 PM
Longsword, on 10 March 2012 - 07:30 AM, said:
In one match....
If you can change this to even '8 out of 10 times' I'd have agreed with you.
But you cannot.
People will rage when the Jenner they're piloting cannot kill an Atlas, but that will be because their tactics are foolish, people who play online games usually have a very funny notion of 'team play' which usually devolves into 'play as a team for a bit, then go super commamdo and kill everyone even if it means you sacrifice teammates to do so'.
I'm curious to see how much people will have to adapt to this game, and how much the standard 'tactics' actually turn into standard 'tactics' but just not of MMO style games.
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