Telmasa, on 30 October 2014 - 04:24 PM, said:
Bull CRAP.
Try being a bit more civil in the forums please as a courtesy to others.
Telmasa, on 30 October 2014 - 04:24 PM, said:
That 150 figure is wrong; the true potential minimum damage is higher than that. After the recent nerfs, arties deal 35 damage per shot. If you invest the GXP to upgrade your arty to an Improved Arty, then the most damage it can deal is 350, while the true minimum damage it will invoke is 210 (I believe it is six shells prior to GXP upgrade, yes?). Despite having higher potential damage than what you credited them, strikes spread their damage across six to ten shells that, since the recent nerf, have a rather small area effect per shell. I've emerged from some strikes (both arty and air) without taking any damage at all, and I have also instigated strikes that failed to score hits, despite the target Mechs remaining in the strike zone for the entire duration of the strike.
Also, your five second figure is wrong. After upgrading your strikes with GXP, the flight time is 4 seconds. You might want to do your homework before making an emotional post like this.
Telmasa, on 30 October 2014 - 04:24 PM, said:
The counter is situational awareness. I've successfully escaped strike zones with BattleMasters and Daishis, so I know, for a fact, that Mechs moving less than 50 kph can leave the strike zone before impact if their pilots are cognizant of their surroundings. Once the smoke pops, you should know of it if you are keeping a good eye on what's around you. Granted, even the best pilots do get hit from time to time, but situational awareness will cut down on this drastically. I only get hit with strikes (arty and air) about once every ten matches or so.
Telmasa, on 30 October 2014 - 04:24 PM, said:
If you stand still in a Light Mech, you're pretty much begging to die. No pilot worth his salt will stop moving while in a Light Mech. I run Locusts, an Ember, Commandos, Kit Foxes, and Adders to great effect. My basic rule is never stop moving. As a result, I almost never get hit with strikes unless I'm stupid and run straight into one. I also don't get legged by snipers because I don't present them with a target. If you think strikes are OP because they cripple Light Mechs, then the solution is for you to learn to start moving and firing at the same time, and not to nerf a feature of the game for your own convenience.
Telmasa, on 30 October 2014 - 04:24 PM, said:
1. Ridiculously low "spread" of impacts
2. Completely negligible period of time between smoke "pop" and arrival of explosions
3. Nothing to prevent a team from taking 12 artillery/air strikes, deathballing into the enemy, and dropping them nonstop for instant success
4. No kind of counteraction available whatsoever - every thing else in the game has some kind of drawback, there is NONE for artillery/airstrikes
5. Despite having no drawback, it's also the highest alpha available of any weapon, any mech can mount it, there's no range limit, and did I mention that 5 seconds barely gives you time to blink before it's hitting you?
1. Since the nerf, the shots have been spread considerably. On one hand it is nice because it has a larger area of effect. On the other, it is not so nice because it is now possible for strikes to miss multiple Mechs within a target area if their pilots are spaced appropriately.
2. Time period is not negligible. Four seconds (if upgraded to Improved) is plenty of time to leave the strike zone, even for Assaults.
3. While this is true, there is some ongoing discussion about potentially limiting strikes to the Drop and Lance commanders for a total of four per team. We'll see what happens with this.
4. Counteraction is awareness and movement. If you stand still and wear blinders, then expect to get hit. If you move around and are constantly checking your surroundings, then you most likely will not get hit. It's just that simple.
5. An Alpha is when a BattleMech triggers off all of its weapon systems. Strike shells do not have an "Alpha" rating; they have a damage rating. What you are attempting to convey, is that each individual shell has a higher damage rating than any other weapon in the game. While this may be true, in order for all fifty points of damage to score against you, the damage must make a direct hit on your Mech. I've been in strikes where I registered three hits on my Hunchback and emerged with over 90% of my armor because I was not close enough to the center of each explosion to receive the full damage amounts.
As for 5 seconds, human response time is about a half-second for average people, and about a third-second for reactive/above average people. Let's assume you're average. That means you have 3-1/2 seconds (because flight times are 4 seconds and not 5 if strikes are Improved) to exit the zone from the time smoke is popped. I've successfully backed Daishis out of strike zones without receiving damage. It can be done. You just have to be aware of what's going on around you.
...As for strikes landing before you have time to blink (i.e. - longer than four seconds for you to successfully blink), well, if this condition persists, you may want to see an optometrist.
Telmasa, on 30 October 2014 - 04:24 PM, said:
My my, aren't we friendly tonight!
To that, all I can say is QQ harder and good riddance!
Edit: Corrected some math. I was burnt out after my engineering courses today and made a dumb multiplication error.
Edited by Nightmare1, 30 October 2014 - 07:36 PM.