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Looks Like Long Tom Will Only Do 120 Damage Per Component Next Patch

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#41 VorpalAnvil

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Posted 14 July 2016 - 02:54 AM

This entire LT debacle reeks of someone incompetent in charge being in love with the idea and ignoring all reason and facts regarding it's implementation and effects in game. At least Russ and Paul are consistent; they never fail to disappoint me with their combined massive ignorance and inability/unwillingness to understand the game they run. I've truly never understood people who are happy to do the least amount of work possible to get by at a job. Usually, those people work really hard at avoiding work in my experience. Any job worth doing is worth doing correctly.

#42 Baulven

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Posted 14 July 2016 - 02:55 AM

Looks like we are bullocked again. Seriously reduce it to 30 per component max, change the radius back to 300m and have it drop off 5 per 50m. It's simple, it won't be uber death to the majority of mechs, and it's still useful. I also say every 4 minutes would work best since loading the artillery cannon would probably take a bit.

#43 oldradagast

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Posted 14 July 2016 - 03:14 AM

Remember - faction warfare is a pillar of the game!

That's why it needs a regularly scheduled, almost impossible to avoid death mechanic for free that just kills people with no recourse, no fun, and no logic! Posted Image

Edited by oldradagast, 14 July 2016 - 03:14 AM.


#44 Mudhutwarrior

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Posted 14 July 2016 - 03:41 AM

Back in the day when the team guys where full of hopium over coming CW I used to post "CW LOL"

Prescient you could say.

Now being a pug only guy all I can say now is i am sorry for you faction guys. You got reamed way more than the pugs ever did.

Just think about Russ smirking at you every time you get ready to hit the icon to start this mess. Better yet we should just mass uninstall understanding one thing. He doesn't give a damn about you. Not one bit.

#45 Sjorpha

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Posted 14 July 2016 - 03:54 AM

The problem isn't just the power level, it is having non-interactive automatic damage dealing in the game. At all.

Even if you reduce it down to airstrike level, it will still be bad game design. Getting minor automatic damage every 2 minutes would be less game breaking than instakills, but it would still be stupid, non-interactive and pointless annoyance for both teams and nothing else.

If long tom is to be kept at all, introducing interactivity on both sides would be a better solution than a simple nerf. For example keeping the power level, but make it an extra consumable that the commander has, and make the smoke delay long enough that it is possible for any mech to get away before it drops. Then instead of the game breaker you have now it would a area denial tactical tool for the team that has it, and a huge threat if you are ignoring it. It would allow the team controlling it to force the enemy out of any defensive position or temporarily deny them a path to buy time for your own positioning. It could be so good,

#46 Black Ivan

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Posted 14 July 2016 - 04:47 AM

Wow, just enough damage to cripple an assault Mech but nout outright destroy it. What an awesome advancement, the reduction in radius is no help either because of the little to no time to react. Removing would have been the best possible choice, but seems PGI does not play their own game.

#47 Baulven

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Posted 14 July 2016 - 04:55 AM

The idea is that scouting should help you to win the match, and honestly they don't have a whole lot of options since FP is glorified TDM. Without objectives and other options becoming more robust the most direct and identifiable way to do that is a damage mechanic.

#48 Wiley Coyote

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Posted 14 July 2016 - 04:57 AM

View PostLily from animove, on 14 July 2016 - 12:22 AM, said:

Well Long tom should hurt wher eit hits but alos should grant palyers a chance to run off some of its damage.


Read this and thought

Posted Image

#49 Mechteric

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Posted 14 July 2016 - 07:53 AM

Long Tom should require the team commander to determine the location, that way you don't have some omniscient presence making it easycakes for you.

Edited by CapperDeluxe, 14 July 2016 - 07:53 AM.


#50 MechPorn

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Posted 14 July 2016 - 08:01 AM

So we are going from this:

Posted Image

to this:

Posted Image


#51 Variant1

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Posted 14 July 2016 - 08:23 AM

why don't they simply make long tom a 1 time or 2 time use for the platoon commander? or have some npc artilery stationed outside or on the edge of the map shooting slow moving projectiles that do 30 dmg splash? lets add some pve gosh darnit i need some tanks aircraft and some infantry to squish.

#52 -Vompo-

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Posted 14 July 2016 - 09:05 AM

I dislike the long tom. The game would be better without it but if it must stay at least PGI should increase the timer. If you are facing long tom it shouldn't be that your main focus is on the damn timer instead of the actual enemy players but that dooms day device is the number one enemy for both teams. It's not rare to be in a game where long tom is mvp for both teams.

#53 Brain Cancer

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Posted 14 July 2016 - 11:15 AM

Quote

The idea is that scouting should help you to win the match, and honestly they don't have a whole lot of options since FP is glorified TDM. Without objectives and other options becoming more robust the most direct and identifiable way to do that is a damage mechanic.


It's scouting. At 90%, we should have a perma-UAV effect covering the entire field for the side that basically owned scouting. ECM on the enemy side is automatically disabled as if jammed.

Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.

#54 Khalcruth

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Posted 14 July 2016 - 11:36 AM

View PostAndi Nagasia, on 13 July 2016 - 08:37 PM, said:

you do Realize that 120Damage is at Ground Zero, at 100m thats 60Damage but only if you Face it,
if you Turn a Shield side to the LT you can Protect your other side alot of the time,
also most mechs can get out of Range if they see it soon enough,


I don't know about you, but all the maps I play on are not flat featureless plains. Even if I do see the smoke (funnily enough, I don't have a 360 degree field of vision), there's almost always buildings and hills and other terrain that actually prevent me from running in a perfectly straight line. I'll note that those same buildings and hills and other terrain can often keep me from seeing the smoke, even if it is in a straight line in front of me.

#55 Jman5

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Posted 14 July 2016 - 12:08 PM

View PostVariant1, on 14 July 2016 - 08:23 AM, said:

why don't they simply make long tom a 1 time or 2 time use for the platoon commander? or have some npc artilery stationed outside or on the edge of the map shooting slow moving projectiles that do 30 dmg splash? lets add some pve gosh darnit i need some tanks aircraft and some infantry to squish.

B...but what if the drop commander screws up and targets his own team????

Oh wait...

Honestly I can only imagine that PGI is terrified that someone who doesn't know what he's doing will steal drop command slot and screw it up for their team. The obvious solution to this is to create a voting tool at the start of the match for electing a drop commander. If people think you're screwing it up, or you disconnect, they can vote-kick him from the role and start a new election.

#56 TLBFestus

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Posted 14 July 2016 - 12:19 PM

Way to PGI it PGI.

#57 Sjorpha

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Posted 14 July 2016 - 12:29 PM

View PostBrain Cancer, on 14 July 2016 - 11:15 AM, said:

It's scouting. At 90%, we should have a perma-UAV effect covering the entire field for the side that basically owned scouting. ECM on the enemy side is automatically disabled as if jammed.

Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.


While I agree that some kind of additional significant information advantage would be a good replacement for the long tom, I don't think map wide "UAV" is a good candidate.

It is simply too strong, you have to realize that it would be a straight up full team wallhack for an entire match. In fact it would be better than a wallhack because not only could you track enemies through objects but also fully target them.

We need something that is EITHER strong but interactive/counterable OR non-interactive but relatively weak.

Powerful non-interactive effects are simply too unfun and game breaking.

Don't allow the full on pants on head ridiculousness of the long tom mechanic fool you into defending merely ridiculous alternatives.

Edited by Sjorpha, 14 July 2016 - 12:31 PM.


#58 Karmen Baric

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Posted 14 July 2016 - 02:09 PM

View PostEl Bandito, on 13 July 2016 - 05:10 PM, said:



PGI is strangling FW themselves, and wondering why no one is playing it outside of events.
So true .



Lawl PGI, doesn't play their own game so dont know why the player base hates the LT.

Edited by Karmen Baric, 14 July 2016 - 02:10 PM.


#59 Baulven

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Posted 14 July 2016 - 03:53 PM

View PostBrain Cancer, on 14 July 2016 - 11:15 AM, said:


It's scouting. At 90%, we should have a perma-UAV effect covering the entire field for the side that basically owned scouting. ECM on the enemy side is automatically disabled as if jammed.

Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.


That would simply encourage super LRM boating though and with no way to hide or break lock it would actually be exceedingly bad, as most maps have terrible cover in CW.

#60 MischiefSC

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Posted 14 July 2016 - 04:36 PM

If scouting success gives dramatic advantage in invasion then 4man queue closes 12man queue. Same problem. LT is a horrible mechanic regardless but why the **** do we think the 4man queue should let you have a huge advantage in 12man queue?

Some advantage, sure. Decisive? Bad design, kills population.

Scouting balance is **** anyway. If scouting > invasion then scouting balance is more important than invasion balance.

People will scout because they want to play 4v4. That's it. Anything beyond that is fluff. Making everyone who wants to play Invasion chained to everyone who wants to play scouting is a bad game design mechanic.

For the love of god make it stop. Quit trolling us for wanting to play the game. Quit making game mechanics designed to make people not want to play.





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