

The Super Long Tom
#1
Posted 26 May 2016 - 01:15 PM
It blew off both arms, orange internal of both legs, headshot, and destroyed all rear armor and structure of each torso on a previously 100% 50t 'Mech. 1 hit.
Headshot and all rear armor plus structure destroyed in every torso of a KGC before the first enemy 'Mech popped up on the HUD. 1 hit.
#2
Posted 26 May 2016 - 01:38 PM
Motivates you to keep playing.... right?
#3
Posted 26 May 2016 - 01:42 PM
#6
Posted 26 May 2016 - 02:32 PM
Cato Zilks, on 26 May 2016 - 01:42 PM, said:
^ T5 reading comprehension :/
Let me clarify. There is a problem with the Long Tom *TODAY*. A direct hit the first day the Long Tom was introduced, before the first live nerf, did about 21% damage on a close hit to an assault 'Mech. After the nerf, it usually did under 15%.
As of *TODAY* it is 1 shotting anything in the radius. I played one FW game out of boredom, the first since the phase 3 contest, and we lost 3 'Mechs on the first Long Tom hit, before either gate opened. We lost 2 more on the second Long Tom hit, before the first shot was fired.
I am not complaining about the implementation of the Long Tom, as I have almost no interest in CW, I am attempting to report a bug that is causing the Long Tom to do over 500% of its intended damage.
#7
Posted 26 May 2016 - 02:38 PM
I keep having the image of people working at PGI, trying to 'fix' things, and it looks exactly the same as the Simpsons episode where Homer attempts to make Mr. Burns breakfast and every attempt catches fire....
Edit: Found it...
Edited by Helsbane, 26 May 2016 - 03:38 PM.
#8
Posted 26 May 2016 - 02:39 PM
Tanil Kane, on 26 May 2016 - 01:59 PM, said:
It's not the long tom itself that is the issue. It is that the recent hotfix looks like it reverted the long tom damage to its original state and not its tuned damage numbers.
*facepalm* and *headshake* (someone find a meme to cover that please)
So a another normal hotfix then? Two steps forward, two steps to the left and one step back, it's like some sort of programming square dance.
#9
Posted 26 May 2016 - 02:44 PM
#10
Posted 27 May 2016 - 11:31 AM
#11
Posted 27 May 2016 - 12:20 PM
#13
Posted 27 May 2016 - 03:44 PM
#15
Posted 28 May 2016 - 02:55 AM
R31Nismoid, on 28 May 2016 - 02:22 AM, said:
No it is not working right. It is taking out entire lances before any shots are fired in one hit. This is far more powerful than it has ever been. They may have intended to scale it back but they ramped it up instead. Read or better yet go find a map dropping long tom and see for yourself.
#16
Posted 28 May 2016 - 04:36 AM
InnerSphereNews, on 02 May 2016 - 01:41 PM, said:
After evaluating the implementation of the Long Tom and your feedback since the April 19th patch and the April 21st hot-fix, we have completed a server-side change to scale back the power of the Long Tom Artillery, effective immediately. This change has already been completed, and does not require any downtime.
Today’s change is a straight reduction to the Long Tom damage value, from its previous 700 DMG down to 300 DMG.
15 days later...
InnerSphereNews, on 16 May 2016 - 10:40 AM, said:
• Long Tom Strike: Blast radius is 300m.
My bet is that some manager asked for changes, which got made to an outdated file, and somewhere between checking snapchats and planning his vacation, the aforementioned manager skipped any kind of QA and dumped it on the live servers.
Or someone could explain rationally why a concept was implemented, reduced to 43% of the original effect after review and feedback, then increased 550% 2 weeks later?
#17
Posted 03 June 2016 - 08:09 PM
#18
Posted 03 June 2016 - 08:37 PM
Husker Dude, on 03 June 2016 - 08:09 PM, said:
LT hits the largest concentration of mechs, regardless of location on the map. Hell, I'm surprised the formula used to pop the smoke on a targeted area hasn't attempted to hit a moving dropship yet due to four mechs in close proximity...
#19
Posted 03 June 2016 - 09:01 PM
I have a unit, im a seasoned MWO & FP veteran, but looks like many who arent rightly hate the LongTom and wont be around to help make FP into a viable option.
Edited by Ace Selin, 03 June 2016 - 09:05 PM.
#20
Posted 03 June 2016 - 09:44 PM
(please note that I fully expect people to come back and say "no way, long tom rocks and his hilarious and blah blah blah." I am hoping that this helps you guys understand what PGI and other people go through on a daily basis when something occurs that some people like and others don't. For the record, I hate long tom, as funny as it was to watch the first time. It will ruin this mode if it isn't addressed soon and in a serious manner. Just wanted to point out that as a community, it would be within the realm of possibilities for us to fix this problem ourselves without any assistance or interference from PGI at all. But then again, that would be asking a lot to have a bunch of gamers to take responsibility for their behavior inside of a game. Any bets on who can fix the issue first, us or PGI? not to try to sway your vote but I don't scout at all and strongly encourage in our unit to not scout...it's just not worth it as the first 2 perks are nice but unneeded and the 3rd, well the 3rd is just ridiculously OP.)
Edited by Pat Kell, 03 June 2016 - 09:46 PM.
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