Stratagem vs. exploitation what’s the difference
#1
Posted 25 May 2012 - 01:15 PM
#2
Posted 25 May 2012 - 01:23 PM
A legitimate tactic, again in my opinion, is to use a feature in a way that developers intended.
Both will net you an "unfair" advantage but only one was intended to occur.
An example of the former could be a way to move faster than you normally could by using a quirk in the physics engine.
An example of the latter could be using jumpjets to DFA another mech.
Though that's assuming DFA is intended be in this game.
Oh I guess I should add that sometimes an exploit will become a legitimate tactic if developers accept it as such. Sometimes unintended or novel strategies are cool and enhance the game.
Edited by LaznAzn, 25 May 2012 - 01:28 PM.
#3
Posted 25 May 2012 - 01:24 PM
If you find a broken section of terrain on a map (say, a rock outcropping) that you can shoot through with a certain type of weapon while remaining totally protected from return fire, that would be an exploit which should be reported for a fix rather than farmed for free kills.
If certain weapon/mech combinations are disproportionately successful in combat, that's a balance issue for the dev team to address.
#4
Posted 25 May 2012 - 01:26 PM
A tactic can.
#5
Posted 25 May 2012 - 01:26 PM
strategem: finding and using a small (intended) opening in a wall to shoot at opposing targets through
exploit: finding and using a spot in a seemingly solid wall that allows shots to pass through at opposing targets
common sense usually rules the day. If you can say "even if a Dev/CSR was standing right next to me watching me play, I'd feel fine doing this." you're probably in good shape.
#6
Posted 25 May 2012 - 01:31 PM
strategy is having a better plan, executing that plan better, and adapting to changes better.
#7
Posted 25 May 2012 - 01:37 PM
Strategy is simply a battle plan. A Strategy can include exploits, they are not mutually exclusive in that respect. However, strategy in itself is not inherently an exploit.
#8
Posted 25 May 2012 - 01:40 PM
#9
Posted 25 May 2012 - 02:01 PM
What about a lance composed of 90% LRM’s .
Presumably this issue would be address in beta with game balance.
What about using graphically larger mechs as shields.
Am I exploiting the hit box or is it good strategy?
Edited by Tombstoner, 25 May 2012 - 02:04 PM.
#10
Posted 25 May 2012 - 02:02 PM
Tombstoner, on 25 May 2012 - 02:01 PM, said:
What about a lance composed of 90% LRM’s .
Presumably this issue would be address in beta with game balance.
If balanced well, then range is its problem. A group of fast close range fighters would tear up this squad. That's where tactics come into play.
#11
Posted 25 May 2012 - 02:05 PM
Purgatus, on 25 May 2012 - 02:02 PM, said:
If balanced well, then range is its problem. A group of fast close range fighters would tear up this squad. That's where tactics come into play.
Yep, in the gameplay video of the catapult in IGN, the dev piloting it mentioned that the enemy was still outside his MINIMUM range.
#12
Posted 25 May 2012 - 02:16 PM
Both games eventually added logic to the mobs that made both these spots worthless - "anti-exploit" code - because of all the forum chatter about how this was "cheating."
#13
Posted 25 May 2012 - 02:24 PM
Tombstoner, on 25 May 2012 - 02:01 PM, said:
What about a lance composed of 90% LRM’s .
Presumably this issue would be address in beta with game balance.
What about using graphically larger mechs as shields.
Am I exploiting the hit box or is it good strategy?
LRMs have a minimum range, and limited ammo, and are not 100% accurate. AMS or signal jamming may also become a factor, and I bet if AMS is an option then we will see them used nearly universally if LRMs start dominating the meta.
Staying behind a meat shield is fair game, but you won't be able to offer much offense without shooting your shielding mech in the back. If you can shoot the enemy, they can shoot you back, and a smart opponent will know you're there and back off or flank accordingly.
Edited by Redshift2k5, 25 May 2012 - 02:24 PM.
#14
Posted 25 May 2012 - 02:28 PM
#15
Posted 25 May 2012 - 02:36 PM
However glitching into a position that otherwise any other player could not acheive the same position as easily is exploiting.
I think Sun Tzu should make an appearance in this forum (Not the one from Battletech) reading "The Art of War" would do some folks some good.
Just my .02....now where is my copy....
#16
Posted 25 May 2012 - 02:44 PM
They doubletap for a reason.
#17
Posted 25 May 2012 - 02:51 PM
Instead of patching it, the devs encouraged it by making it more effective and creating some map areas that could only be reached by this method.
A lot of other glitches have ascended to strategy over the years but there are some (such as wavedashing in SSB) that the devs fight or remove.
My point is, if a glitch takes a long time to pay off or requires some complicated steps or puts you at a disadvantage/makes you vulnerable while doing it and has a good balanced payoff then it can be considered a valid stratagem instead of an exploit.
#18
Posted 26 May 2012 - 05:58 AM
If you're using a code bug its probably an exploit. If it takes skill do to its probably a strategy. Then theres the huge grey area of easy things with no bugs or hard things with bugs.
#19
Posted 26 May 2012 - 06:04 AM
a good start for Sun Tzu
"The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself."
so strategem AND exploitation. I, for one, do not presume to use coding bugs, exploitation for me is taking advantage of an opponent's tactical decisions.
Edited by Gremlich Johns, 26 May 2012 - 06:15 AM.
#20
Posted 26 May 2012 - 06:17 AM
Basically, if you imagine the game environment as being real, and what you're doing wouldn't work in the real world, then it's an exploit.
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