

Should Artillery/Strafing availability be based on BV disparity of sides?
#1
Posted 26 May 2012 - 04:39 PM
I think it would balance out Boating of Mechs and All Assault Mech loadouts (go big, get smacked).
#2
Posted 26 May 2012 - 04:43 PM
As far as Mechs boating, this is a viable tactic and has both its pros and cons to it. As with any tactic, there are ways of getting around it and addressing it.
#3
Posted 26 May 2012 - 04:46 PM
Yes I don't see this as a problem, not at all like the Assault PPC/Gauss boat issue of the past.
#5
Posted 26 May 2012 - 04:53 PM
So if not the command mechs, who? Would they have the equipment to use this feature effectively? Maps, enemy locations? I don't think it would be feasible, and would most likely create it's own imbalances.
Hopefully they'll have a system in place so that when a match starts it will be fairly balanced. In addition, I hope that there's some sort of penalty to discourage deserters so that people don't start leaving the match as soon as an assault gets dropped.
#6
Posted 26 May 2012 - 04:55 PM
#7
Posted 26 May 2012 - 04:57 PM
#8
Posted 26 May 2012 - 04:58 PM
#9
Posted 26 May 2012 - 05:21 PM
Corpsecandle, on 26 May 2012 - 04:53 PM, said:
So if not the command mechs, who? Would they have the equipment to use this feature effectively? Maps, enemy locations? I don't think it would be feasible, and would most likely create it's own imbalances.
Hopefully they'll have a system in place so that when a match starts it will be fairly balanced. In addition, I hope that there's some sort of penalty to discourage deserters so that people don't start leaving the match as soon as an assault gets dropped.
The commander should be the one to call stikes.
Strikes should not take too long and strafing should be able o be adjusted on the flie with commander highlighting area of concentration. Think Cresent Hawks Revenge, the only thing that stands between you and clanner waves overrunning you are strafing runs adusted by commander (you).
If artillery takes a little time to drop, then lights could us their own coordinates less a couple of hexes and circle/zig-zag to attract unwitting Heavy/Assaults. This could make top heavy (slow moving) forces leary, and for good reason. In cannon Assault only units did not operate alone. they had support of swift Light/Medium Mechs or were support to other units.
If you are slow you should be easy pickings for artillery, but if you are fast and to light you should be easy pickings for skimmishers (fast Heavies).
#10
Posted 26 May 2012 - 05:43 PM
Micheal Hessek, on 26 May 2012 - 04:39 PM, said:
You don't need artillery or airstrikes to fix this issue because in Mechwarrior even a flea can down an Atlas. If you use hit and run tactics you can fire on enemies and the only thing the atlas awesome swarm could do is attempt to keep track and fire if they get the chance. An all Assault lance is too slow to move around effectively and faster mechs like a cicada mounting a PPC can run in and out of cover while taking shots and crush a bunch of slow moving targets.
Taking a bunch of assaults just means you're going to get flanked and destroyed by effective focus fire.
#11
Posted 26 May 2012 - 06:47 PM
Battle Management will/should be important to outcomes of skimmishes. Knowing is half the battle... recons should be able to junt down slaggards and let the commander call down steel rain.
If forces are undersized in Mechs they usually get more artillery.
#12
Posted 26 May 2012 - 07:37 PM
Micheal Hessek, on 26 May 2012 - 04:39 PM, said:
I think it would balance out Boating of Mechs and All Assault Mech loadouts (go big, get smacked).
That kinda flies in the face of "grind it you get it". So if I grind months for that command tree, I can't use it vs "scrubs" because they are "scrubs"? It sucks being new. That is one of life's permanent truisms. Let it not be false here for the sake of being different.
#13
Posted 26 May 2012 - 08:02 PM
#14
Posted 26 May 2012 - 10:42 PM
Toothman, on 26 May 2012 - 04:55 PM, said:
Why would MM make it even all the time.. This is a War not just a game.. If Davion is attacking Liao and Liao has 12 players but they have weak mechs and Davion has a Mid range attack it just sucks to be Liao.
#15
Posted 26 May 2012 - 10:48 PM
#16
Posted 26 May 2012 - 11:00 PM
Alfred VonGunn, on 26 May 2012 - 10:42 PM, said:
Why would MM make it even all the time.. This is a War not just a game.. If Davion is attacking Liao and Liao has 12 players but they have weak mechs and Davion has a Mid range attack it just sucks to be Liao.
MM will probably take mercs and slot them in for balance if anything, assuming there's room and all. No one likes being curb stomped. Isn't that why us non-affiliated types exist after all?
#17
Posted 27 May 2012 - 12:41 AM
Naberius, on 26 May 2012 - 11:00 PM, said:
MM will probably take mercs and slot them in for balance if anything, assuming there's room and all. No one likes being curb stomped. Isn't that why us non-affiliated types exist after all?
True.. but to expect every match to be balanced in war is just dreaming.. Thats what so many forget.
#19
Posted 27 May 2012 - 03:11 PM
To balance this, They could have it depend on what modules you have and only let you have one reinforcement module. Then, they could put a timer on the support, it wouldnt be spammed. This way, the people with more support would have worse mechs because the support module is useless when cooling down.
#20
Posted 27 May 2012 - 04:23 PM
Balancing wise the matchmaker will have to figure a decent way to roughly match the fights or people will just stop playing. If the teams are relatively even then this whole topic is moot.
As to having air/artillery strikes in game as an unlockable player skill I really don't like it. Give the game a year or so and 10 out of 12 people on a team have 1 or more forms of npc strike and its going to be ridiculous. It takes little to no skill to paint an area and carpet bomb it. I just don't see a good reason for adding it.
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