DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
What? Since when is an average match 15minutes? I'd say it's closer to 5-7 minutes.. rarely does a match go beyond that. Also, since when are arties spread out evenly during a match. The problem is COOLDOWN. The problem is that they can drop 5 arties in one minute if a team was so inclined (and coordinated 12man try-hards do it, believe me). So again your very first argument is null.
I was using your estimate of five arties and the total game time. I have actually seen matches end due to time out in all three game modes, so it is possible. You might also notice, had you actually read my statement, that I conceded that all those strikes may come piled in on top of one another. However, the bottom line remains; five strikes in fifteen minutes is not unreasonable.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
Secondly, I wasn't guessing, you must have missed it, but I actually ASK people why they drop arty when it's utterly hopeless or end of game. They say MANY TIMES that they are LOADED with money. I am shocked how many times people say they have millions and millions of cbills.
If that's so, then I would like their names so that I can contact them and ask them to teach me how to make so much money!
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
Also, just because you make up the 40K lost at end of match, doesn't mean it isn't costing you anything. You are still paying 40K in cbills.. don't u see this? Do you understand basic economics?
I do see that and, again, if you had read my post, you would have realized that. To reiterate, losing a match still gains you 40k. That covers the cost of the arty, putting you at a net gain of 0 C-bills. You bank account doesn't change. If you are going to lose the match anyways, you may as well give Red Team an arty send-off to try and deal as much damage as you can and possibly carve out another kill to help with your K/D. You may not earn much, if anything, but you probably won't go backwards economically, so it's really not that big a deal.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
You say arty and air strikes were nerfed because you can't equip both now?! What? It wasn't nerfed, it was QUICKLY reverted BACK to the way it was prior because it was a ridiculous decision in the first place to allow both to be equipped on one mech.
No, I said they were nerfed because of the damage and splash reductions along with their spacing increases. I lumped the number of strikes you could equip into the same paragraph because the topic ran along the same lines. I didn't mean to make it sound like a direct nerf to an individual module. That being said, there have been enough strike nerfs. I actually find that they are more useful now to block enemy movement by temporarily denying passage, than they are to actually deal damage to enemy Units.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
Only noobs don't move around? What?! Have you ever heard of defending a position? Do you expect people to run in circles to defend a location?
Sure, here's a vid of me defending a position, weaponless, by running around in circles (It's an old vid, granted, but a great one!):
http://www.twitch.tv...arejk/c/3241302
My point is that movement is the key. I never stand still, even when defending a position or standing in a firing line. I always rock forwards and backwards and side to side to prevent enemies from effectively sniping me, and to allow me to see arty smoke the moment it is placed on me. Standing stock-still is really a bad idea in this game, no matter your reason.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
How u form firing line then? How u not expose your weak back then? How u make slow mechs move fast enough to dodge well placed arties?
How u expect debate me?
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
You have plenty of time to evade strike once smoke appears? What?! Last I checked seismic sensor doesn't pick up dropped arty strike in your rear or sides.. time to evade is only sufficient when you see smoke right away.
Yes, you do have plenty of time if you are alert and moving. As I previously stated, constant movement, even within a small area, will quickly reveal arty smoke. Once an enemy pops smoke, you have 4 seconds to get out of the drop zone. That's plenty of time. I've escaped arties with my Daishis and BattleMasters on several occasions, despite their slow speeds.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
Also, if majority of team ISN'T moving, do you expect me to keep moving off on my own? Ever heard of sticking together with your team to stay alive? Keep moving only works if you are in large group or 12man. You really don't think your answers through..
You don't have to run off on your own; arty strikes don't have that large of an area. Just position yourself about 50 to 100 meters from the group and you'll be fine. You're close enough to lend firing support, yet far enough away that you don't interfere with friendly movement, get team-fired by accident (or accidentally team-fire someone), or get caught in an arty. It's simple, yet efficient. You'll find that the groups that stay too tightly compacted wind up losing because they cannot all fire at once, and because they are too close for effective fighting. While staying together is essential for winning, you really can have too much of a good thing. It is better to stay together, but spread out enough so that everyone can bring guns to bear, and so that enemies are not presented with good arty strike targets.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
You like to guess how I play, let me make a guess about your gameplay style. My guess is you are click-warrior that only gets majority of game damage from arty/air strikes and LRM's. I don't mean this mockingly, but I don't see any other reason why someone would defend the ability for a team to drop 5 arty strikes in under one minute.
By all means, please peruse my Twitch feeds and YouTube vids. You'll find that this isn't true.
I actually tend to run very unorthodox builds and do not care for metas. Metas simply aren't that fun for me; I prefer more exciting Mech builds. Also, out of more than fifty Mechs, I only own one that is a dedicated LRM boat.
DAEDALOS513, on 14 October 2014 - 03:08 PM, said:
Also, we must think of NEW player base.. aka the lifeblood of mwo. What do you think they will do when they get constantly artied from out of nowhere over and over? They will say screw this and migrate to other games. For this reason alone, allowing 5 arty strikes in one minute is stupid.
The lack of common sense in these forums is disturbing.. I believe it must stem from the younger age of the majority of players that have the time to browse the forums.
I hardly think that arty strikes will be the defining feature of the game that determines whether or not a new player base may form. Sure, it may frustrate players and cause a few to quit, but, by and large, players will stay or go because of the state of the game as a whole and not just because of one tiny piece of it.
There is a lack of common sense in a lot of posts, including some of yours. To be frank, your rudeness and aggressiveness are disappointing. I retract my offer to drop with you and teach you some of the finer points of the game. Sorry bud, but I've got better things to do than constantly deal with griefers.
TyGeR STD, on 14 October 2014 - 03:49 PM, said:
remove the consumable slot on mechs, let all consumables either go into weapon or mech modules. This way someone has an option of taking something other the the consumables. The way it is currently setup everyone will have some type of consumable, UAV, coolshot, or Air/Arty. Removing the dedicated consumable slot will mean some players will not have a consumable at all.
Removing the consumable slots would mean that most rationale players wouldn't use them at all. I wouldn't; Target Info Gathering and Radar Deprivation are WAY better than any consumable.
I think that the module system we have now is pretty sweet, personally speaking. I typically use Cool Shot 9x9s and UAVs more than anything else.