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Upcoming Tactical Changes With Tomorrows Patch


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#1 Shredhead

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Posted 04 March 2013 - 03:50 PM

To be honest, the Assault mode got stale and boring with the latest changes in long range weapons heat and projectile speed.
Most of the time the matches consisted of two lines of snipers, poptarters and LRM boats until one side had an advantage and slowly pushed forward to finish off the rest. It remembers me of 19th century warfare with rows of soldiers facing and shooting each other until one side finally crumbles. Boring as hell. Flanking and mobile warfare was unviable. That was the reason I only played Conquest the last few days.
So I'm hereby happy to announce, the days of sniper lines, poptarters and immobile no-skill LRM boats are over! Finally you will have to move again. Delightful prospects.

With the implementation of artillery and airstrikes we can force the enemy to move out of his position, having a hard counter for stationary lamers.

I personally will make sure to bring both or at least one of those modules to every fight, enjoying the tears and QQ of those close minded folks while they proceed through the painful process of adaptation.

Edited by Shredhead, 04 March 2013 - 03:51 PM.


#2 Eboli

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Posted 04 March 2013 - 04:06 PM

I can only hope that each match has a limited amount of airstrikes and artillery uses. Could you imagine a game where there is a potential of 8+ artillery/airstrikes. Mechs with more than one module taking multiples.

I can see a forum rant complaining about a team spamming airstrikes for some LOLs.

Tactically it will make it interesting in regards to responding to base capping mechs. How about the last surviving fast light evading destruction via the normal process only to get taken out by an airstrike (if the c-bill or mc cost is not that much)

#3 JadePanther

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Posted 04 March 2013 - 04:16 PM

You seem to think there is some kind of precision with artillery that will be akin to u aiming ur lasers at them...

Aside from guided munitions, indirect fire support is hardly pinpoint precise.. If it was that precise then then an artillery battery would consist of 2 or 3 guns.. Instead artillery batterys consist of 6-8 guns.. Why so many u ask? Well it's math really.. Called margin of error.. The more guns firing more rounds downrange means a greater chance that one of them will actually hit the intended target, thus giving you a bit less of a margin of error..

Will off map support barrages prove useful, maybe... Will they be the laser guided death sentance you think your getting, most likely not.

#4 Rufus Ingram

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Posted 04 March 2013 - 04:20 PM

I'm curious to see the time lag between order and delivery. On the smaller maps hitting your own team will be entertaining.

#5 LordBraxton

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Posted 04 March 2013 - 04:21 PM

Tomorrows tactic- SPEND MOAR MONEY LULAUAOELEOLA

#6 megoblocks

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Posted 04 March 2013 - 04:29 PM

It's kinda funny you think a stationary lrm is more dangerous than a moving one.

#7 Shredhead

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Posted 04 March 2013 - 04:35 PM

View PostJadePanther, on 04 March 2013 - 04:16 PM, said:

You seem to think there is some kind of precision with artillery that will be akin to u aiming ur lasers at them...

Aside from guided munitions, indirect fire support is hardly pinpoint precise.. If it was that precise then then an artillery battery would consist of 2 or 3 guns.. Instead artillery batterys consist of 6-8 guns.. Why so many u ask? Well it's math really.. Called margin of error.. The more guns firing more rounds downrange means a greater chance that one of them will actually hit the intended target, thus giving you a bit less of a margin of error..

Will off map support barrages prove useful, maybe... Will they be the laser guided death sentance you think your getting, most likely not.

You got me wrong there. I don't expect the arty and air strikes to be laser precise, but holding a position till doomsday will hopefully not be possible any longer. You are either forced to change your position or risk more stuff raining down on you. And I sincerely hope it will either not be a strike you deliver via mapgrid nor a one shot kill for a mech. Maybe a middle ground, like targeting via map on a locked enemy. But we'll see.

View Postmegoblocks, on 04 March 2013 - 04:29 PM, said:

It's kinda funny you think a stationary lrm is more dangerous than a moving one.

I didn't say that.It's just boring and stale, seeing those 45 kp/h Stalker and Atlas LRM boats hugging their favorite spot and barely ever move. I like dynamic fights.

Edited by Shredhead, 04 March 2013 - 04:39 PM.


#8 TheFlyingScotsman

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Posted 04 March 2013 - 04:48 PM

I look forward to this change, as both are an integral part of real modern warfare. It should shake up the campers some, which suits my playstyle just fine.

I only hope that it will be a reasonably manageable ordeal for the receiving end, and not a death sentence.

I also really REALLY hope there is a delay after the start of the game before use is allowed. At least 45 seconds. :3

#9 Commander Kobold

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Posted 04 March 2013 - 05:05 PM

you say this as though you think these arty/air strikes are going to be very combat effective.

and you already have ECM and AMS to couter LRMs stop crying about it.

View PostShredhead, on 04 March 2013 - 04:35 PM, said:

snip


its a stalker...it's supposed to stand there (not literally) and fire missles at you

Edited by Omni 13, 04 March 2013 - 05:02 PM.


#10 Shredhead

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Posted 04 March 2013 - 05:29 PM

View PostOmni 13, on 04 March 2013 - 05:05 PM, said:

you say this as though you think these arty/air strikes are going to be very combat effective.

and you already have ECM and AMS to couter LRMs stop crying about it.



its a stalker...it's supposed to stand there (not literally) and fire missles at you

Guys, really, learn to read. Where the f did I cry about LRMs? I was complaining about static gameplay and named the tools involved. I further said this is boring and that I welcome these new tools to force a more dynamic playstyle on those guys. Did you get it now?

#11 Vite Ramen

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Posted 04 March 2013 - 05:37 PM

Perhaps the penalty for team-wounding/killing should be increased. I don't need a reckless teammates firing artillery in my general vicinity.

#12 Texas Merc

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Posted 04 March 2013 - 05:42 PM

/me is still in the cave

#13 Larth

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Posted 04 March 2013 - 05:48 PM

View PostShredhead, on 04 March 2013 - 04:35 PM, said:

You got me wrong there. I don't expect the arty and air strikes to be laser precise, but holding a position till doomsday will hopefully not be possible any longer. You are either forced to change your position or risk more stuff raining down on you. And I sincerely hope it will either not be a strike you deliver via mapgrid nor a one shot kill for a mech. Maybe a middle ground, like targeting via map on a locked enemy. But we'll see.

I didn't say that.It's just boring and stale, seeing those 45 kp/h Stalker and Atlas LRM boats hugging their favorite spot and barely ever move. I like dynamic fights.

Case in point: Frozen City. Almost every single game has both teams poptart, lrm, and snipe from either side of the crashed dropship. It's almost like clockwork. Could almost afk for 5 minutes, come back and join just in time for the charge if you were a brawler. Only afk's I ever did required me reloading MWO after it crashed, lol. However, he does have a point. Alpine Peaks, E5 where almost always the east base sets up it's defense. Again, almost clockwork. So yes, it is kinda viable.

As for how precise artillery will be, no clue. Radius, no clue. Air strikes, will the attacks come from player's starting side? Random? If players, well just like LRM's, find cover, air strike neutralized. Of get out of the path of incoming aerospace fighters. I'm sure there will be counters. Heck, artillery might start with a rangefinder blast, letting you know one is incoming, so scatter. Ironically this may even help with new tactics. Like lights and mediums using cover to come in out of nowhere and snipe at the backsides or side and then quick fade, while heavies and assaults do what they do best. RAWR, ~Thwack~ or I guess in this case ~pew pew~.

As for how effective and damaging they are, I'll wait and see. However, I'm not going to sweat it either. Lots of factors to see first, like the accuracy Shredhead mentioned.

#14 Royalewithcheese

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Posted 04 March 2013 - 05:50 PM

My plan is to laugh at people who think that their spacebux/realbux will protect them against 98.5 tons of mech and 1.5 tons of ECM. I hope that coolant has an obvious visual effect to help me know when to do this.

#15 Adrienne Vorton

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Posted 04 March 2013 - 06:01 PM

honestly, PGI just missed the chance for a nice "commander role" skill... airstrikes should be an ability, not a frakking module...

sorry, this is the very first time i am VERY disappointed with PGI´s decissions...

Edited by Adrienne Vorton, 04 March 2013 - 06:02 PM.


#16 Harabeck

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Posted 04 March 2013 - 06:04 PM

My assumption is that air strikes and artillery will give some advance warning to the other team. They'll be more about area denial than actually doing damage.

#17 mechymike

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Posted 04 March 2013 - 06:16 PM

i think they'd be used more to get those people that want to cap on assault mode all the time off of the point, so the teams can actually play the game.

#18 80sGlamRockSensation David Bowie

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Posted 04 March 2013 - 06:18 PM

This is what will happen.

Team Mate #1: THERE ARE FIVE ATLASES CAPPING OUR BASE!
Myself: LOL who cares? Just air strike our base.
Entire Team: lol k
...

Enemy mech destroyed
+50 xp, 2000 c-blls
Enemy mech destroyed
+50 xp, 2000 c-blls
Enemy mech destroyed
+50 xp, 2000 c-blls
Enemy mech destryoed
+50 xp, 2000 c-blls
Enemy mech destroyed
+50 xp, 2000 c-blls

Victory! All enemy mechs destroyed

#19 jakucha

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Posted 04 March 2013 - 06:20 PM

Scouts may actually be useful now (aside from annoying ECM).

#20 Accused

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Posted 04 March 2013 - 06:24 PM

Actually, this will help get those annoying defenders off their base so a light can finish capping.





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