On topic, I had some debate in another thread about the overwhelming effectiveness of Artillery Strike (on lesser account the Air Strike as well) as a module, at the expense of others.
http://mwomercs.com/...e-to-nerf-arty/
It was always my stance that Strikes do too much damage in a very short amount of time. I wish to change it somehow to bring it in line with other modules.
That opinion of mine had been met with applause, as well as opposition. The basic argument on why Artillery Strike should stay as is, boils down to this:
Quote
That makes it very simple. If artillery is supposed to hurt, just by the virtue of being artillery strike, then lets bring the delivery time more artillery like.
Taking account of MWO autocannon velocity as somewhere between 600-2000 meters per second (mps), and real life artillery shell having 700-1500 mps velocity, let's say MWO artillery shell has 1000 mps.
Any commander worth his salt would not risk his artillery train to be over run by enemy mechs, so he should station his artillery about 10 kilometers or more, away from the battlefield. Since modern artillery mostly has minimum range of 5 kilometers (cause the shell arches) and max range of 30+ kilometers, that sounds about right. So an artillery shell with 1000 mps velocity will take more than 10 seconds to reach the target--due to the arching nature of the delivery.
If we include the time to relay orders and coordinates, acknowledge orders and coordinates, realign the barrel, and load the shell to fire, plus the distance, it will probably take around 25-30 seconds for a strike to land once the smoke signal has been given. So, 30 seconds it is then.
But that's too long!
Well honey, it is artillery, it is supposed to take some time to arrive.
Ok, that was not cool. For the sake of balance (unlike those who argue for the sake of semantics), let's halve the projected time, and make it 12-15 seconds the time it takes for the shells to land after the smoke signal has been given. That's plenty of time for people to notice the smoke/warn others on chat to get away, and only the most tunnel visioned or brain dead pilots will be caught in the full blast.
But I can't get sweet kills and damage scores if the delivery time is changed to 12-15 seconds!
Actually, by forcing the enemy to move out of their hiding spots and scattering their dense formation, the module has already done enough to ensure many advantages to be taken. Just gotta know when and how to take advantage of it.
Such change will ensure that Artillery Module will become a situational module, in line with all the other ones, as opposed to a must have module on any and all type of mechs. Module is not supposed to be game changer, after all.
Naturally airstrike should also get the same treatment--12-15 seconds, even though it will take much longer for the air force to scramble their jets and lift off to deliver the payload.
Type away!
Edited by El Bandito, 29 April 2014 - 11:04 AM.