Another Example Of Pgi Not Testing Features...long Tom Needs Tweeking
#21
Posted 01 May 2016 - 12:23 PM
It is a powerful incentive to actually bother with the scouting game mode.
Lastly, it means that players can't just Turtle (regardless of which team has it).
#22
Posted 01 May 2016 - 12:27 PM
#23
Posted 01 May 2016 - 12:57 PM
Cathy, on 01 May 2016 - 12:27 PM, said:
Well, how about this?... have it drop less frequently, slightly reduce its blast radius, slightly increase the time between target and explosion, and reduce the possibility that it can do a head-shot to near zilch (like arti and air strikes)... buuuuut, re-increase its damage a bit,
This makes Long Toms drop a little less frequently, and be a little easier to avoid, but more devastating (though less cheap) when you're caught in one.
We did a test last night. If you have your entire drop clump together, and start running just before it drops, you'll need a mech that goes about 97kph or faster over flat ground to avoid being caught in the blast. So that's almost 100kph to escape the blast if you are at the epicenter and take off running when it's about to drop.
We should probably tune it so that a slower mech... maybe 75 or 80 kph... has the possibility of escaping the blast if it's at the epicenter and takes off running. I think that's pretty good balance. It keeps the Long Tom lethal and important, but not unmanagable.
It would probably also be smart to scale the damage in such a way that the possible damage you'll receive becomes progressively lower the farther you are from the epicenter. Not a linear progression... maybe full damage out to 2/3 the blast radius, and then dial back the last 1/3... that way, if you catch a glancing blow from the strike, you're not still taking massive damage.
Edited by ScarecrowES, 01 May 2016 - 01:00 PM.
#24
Posted 01 May 2016 - 01:47 PM
But keep damage as it is, it really should be a mechkiller.
#25
Posted 01 May 2016 - 05:45 PM
Alistair Winter, on 01 May 2016 - 01:46 AM, said:
Personally, I think the Long Tom would be a soft re-introduction to knockdowns. So it damages and stunlocks everyone for 3-5 seconds, basically, but doesn't outright murder them.
I'm not saying it needs to be removed. Just change the number of times it goes off in a match.
#27
Posted 01 May 2016 - 08:32 PM
No game = no win for everyone, regardless whether you are dishing out or being pummeled by the longtom.
#28
Posted 01 May 2016 - 08:40 PM
Seal Farmer, on 30 April 2016 - 07:44 PM, said:
You know what reduces the frequency of Long Toms? Not playing any map where the enemy has this ridiculously stupid feature or some people not playing FP at all..
Had a game where we had Long Toms and multiple PUG enemies disconnected during the game after getting hit by it and multiple others stated they would not continue playing Faction Warfare. Long Toms are actually ruining Faction Play.
Its and idiotic feature that enables teams to win 48 - 7, as in our case.
Considering your name, that is tremendously ironic.
Again, LT's take 90%+ scouting. Your side is getting nuked? Go scout. Stop trying to invade. Frankly, if domination via LT keeps the PUGs out of your Invasion drops, that's a -good- thing. I see an enemy with 90%+ Scouting, I don't frickin' queue for Invasion, I queue for Scouting to make Invasions viable..
But PUGs don't understand that. Heck, PUGs at this point don't often understand scouting when I get them dropping in stock Urbanmechs and questions like "isn't this just "kill the enemy side"?
#29
Posted 01 May 2016 - 08:42 PM
wanderer, on 01 May 2016 - 08:40 PM, said:
Again, LT's take 90%+ scouting. Your side is getting nuked? Go scout. Stop trying to invade. Frankly, if domination via LT keeps the PUGs out of your Invasion drops, that's a -good- thing. I see an enemy with 90%+ Scouting, I don't frickin' queue for Invasion, I queue for Scouting to make Invasions viable..
But PUGs don't understand that. Heck, PUGs at this point don't often understand scouting when I get them dropping in stock Urbanmechs and questions like "isn't this just "kill the enemy side"?
What's even more fun is dropping in a 12 man and rushing the enemy team at the last second with a few lights so that the long tom drops in the middle of the enemy team, and your lights get away unscathed. We have been using that tactic to great affect. An enemy team's long tom typically kills more of their team then it does ours.
#30
Posted 01 May 2016 - 08:44 PM
teslabear, on 01 May 2016 - 08:32 PM, said:
No game = no win for everyone, regardless whether you are dishing out or being pummeled by the longtom.
Yep, thats what im seeing too. Planets where the enemy has the Long Tom have far far reduced player numbers versus planets without it.
Edited by Ace Selin, 01 May 2016 - 08:48 PM.
#31
Posted 01 May 2016 - 08:47 PM
teslabear, on 01 May 2016 - 08:32 PM, said:
No game = no win for everyone, regardless whether you are dishing out or being pummeled by the longtom.
And obviously, you've dominated them on 4v4 as well. What's invasiion going to do, other than give you twelve of those players neatly wrapped up for farming? Think about what you see there. 98% means your opponents basically came to scouting and were promptly, repeatedly, and thoroughly rekt and then fled in terror.
What makes you think 12v12 would be any different?
#32
Posted 01 May 2016 - 09:54 PM
It works like this... New feature.. Limited internal testing..(because test servers are not active that much on regular basis )
Put it out on live server.. let players play.test it.. rage it out.. If enough rage is build up, well then nerf it.. if not then work on something else..
Thats how i perceive them at adding new features
#33
Posted 01 May 2016 - 10:30 PM
Even then, very little "practical" testing is going on (see previous hotfixes), so the result makes sense (aka, it's totally imbalanced).
#34
Posted 01 May 2016 - 10:31 PM
Deathlike, on 01 May 2016 - 10:30 PM, said:
Even then, very little "practical" testing is going on (see previous hotfixes), so the result makes sense (aka, it's totally imbalanced).
because the liver server is the testing server
#35
Posted 02 May 2016 - 02:31 AM
Well done PGI. I thought he would never go back to group queue.
#36
Posted 02 May 2016 - 02:55 AM
Long tom requires a LOT scouting being successfull to be used and this should be rewarded properly.
On the other side, denying the long toms isn't that hard, So counterscouting it is a task that should be done as well.
FW changes and we all need to adapt that it is now more than just 12 man Invasions.
Edited by Lily from animove, 02 May 2016 - 03:13 AM.
#37
Posted 02 May 2016 - 03:15 AM
Just IMHO.
#38
Posted 02 May 2016 - 04:26 AM
#39
Posted 02 May 2016 - 06:25 AM
Jetdrag, on 02 May 2016 - 04:26 AM, said:
Nope. We had two lances drop and win 9 out of 10 scouting matches for hours. It didnt matter as there were still to many matches being lost by others.
I guess you were trying to be funny?
#40
Posted 02 May 2016 - 06:28 AM
Five 4-mans were not able to substantially change the Intel balance (although wining more than losing). Waiting time was horrible too.
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