Jump to content

Surely Arty And Airstrikes Will Get Another Pass?


64 replies to this topic

#41 shabowie

    Member

  • PipPipPipPipPipPipPip
  • 877 posts

Posted 11 April 2013 - 04:16 PM

View PostRoadbeer, on 11 April 2013 - 04:14 PM, said:


So, you're saying it can be quite effective.


No I'm saying everyone moves and a little bit of dirt gets kicked up. Totally ineffective.

#42 Selbatrim

    Member

  • PipPipPipPipPip
  • The Scythe
  • The Scythe
  • 140 posts
  • LocationFRR

Posted 11 April 2013 - 04:49 PM

The numbers and scope can be tweaked but I'm going to mostly agree with you Victor on the condition that it is not a free for all.

Do you think a potential 16 Arty strikes and 16 Aero fighters per match the way you outlined them would be fun? Or would it be better to see perhaps, 1 or 2 Aero fighters and 1-2 Arty strikes per side per match? There is 12 vs 12 coming too which would make it even more as it stands currently.

Personally I'd be happy to make the air support last all match if it eliminated 1 mech in favour of an Aero fighter that could be shot down (maybe player controlled at some point in the future?)

#43 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 11 April 2013 - 04:56 PM

View Postshabowie, on 11 April 2013 - 04:16 PM, said:

No I'm saying everyone moves and a little bit of dirt gets kicked up. Totally ineffective.


Ahhh...

Oh never-mind.

#44 Captain Stiffy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,234 posts

Posted 11 April 2013 - 07:39 PM

View PostRoadbeer, on 11 April 2013 - 03:25 PM, said:


Justin Bieber?

Posted Image

#45 Selbatrim

    Member

  • PipPipPipPipPip
  • The Scythe
  • The Scythe
  • 140 posts
  • LocationFRR

Posted 11 April 2013 - 09:33 PM

So that's this thread dead then.

#46 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 11 April 2013 - 09:54 PM

I'm sure a lot of players wouldn't mind the low damage if they had Michael Bay level explosions.

#47 MadPanda

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,054 posts
  • LocationSearching for a game...

Posted 11 April 2013 - 10:00 PM

View Postverybad, on 11 April 2013 - 03:42 PM, said:

They're not even a money maker. After using them even once, I don't think many people will use them again. There are essentially no effect, sound or grahics wise, the damage is worthless, and they're simply a letdown and boring.

Anyone using them is more likely to be made fun of rather than feared, they're the new NARC in terms of effectiveness.


You could say they are very bad.

#48 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 11 April 2013 - 10:13 PM

View Postshabowie, on 11 April 2013 - 04:16 PM, said:

No I'm saying everyone moves and a little bit of dirt gets kicked up. Totally ineffective.


This is completely false.

Nobody even bothers to move anymore.

Sometimes, someone will laugh at you for using it though, that's something isn't it?

#49 Straften

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 405 posts

Posted 11 April 2013 - 10:49 PM

View PostHighlandCoo, on 11 April 2013 - 02:40 PM, said:

I'm REALLY hoping that they dialled everything down to ZERO to see how we would react. Then they can start dialling up the power incrementally until they get to a happy point.

I HOPE.


By, "happy point," you mean when people start crying for nerfs, right? :)

#50 shabowie

    Member

  • PipPipPipPipPipPipPip
  • 877 posts

Posted 11 April 2013 - 10:57 PM

View PostWintersdark, on 11 April 2013 - 10:13 PM, said:


This is completely false.


I've literally never seen somebody get hit with it, so to claim that me saying people move is "completely false" is a bit odd. IME, the smoke comes down, people move, shells splash dirt.

Edited by shabowie, 11 April 2013 - 10:58 PM.


#51 Chris Morris

    Member

  • PipPipPip
  • 54 posts

Posted 11 April 2013 - 10:59 PM

I've never seen either of these used in a game. Or maybe I did and they were underwhelming enough not to notice?

#52 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 11 April 2013 - 11:51 PM

View PostSelbatrim, on 11 April 2013 - 04:49 PM, said:

The numbers and scope can be tweaked but I'm going to mostly agree with you Victor on the condition that it is not a free for all.

Do you think a potential 16 Arty strikes and 16 Aero fighters per match the way you outlined them would be fun? Or would it be better to see perhaps, 1 or 2 Aero fighters and 1-2 Arty strikes per side per match? There is 12 vs 12 coming too which would make it even more as it stands currently.

Personally I'd be happy to make the air support last all match if it eliminated 1 mech in favour of an Aero fighter that could be shot down (maybe player controlled at some point in the future?)


While the Timer would prevent the spam (even now, a maximum of 14 deployables can be used - 1 per minute for the team, minus the first minute) somewhat, I've always been a fan of tying these to the Command Console, honestly. Like make it required to utilize this sort of consumable. It might even help cut (unfounded, mostly) complaints.

View PostChris Morris, on 11 April 2013 - 10:59 PM, said:

I've never seen either of these used in a game. Or maybe I did and they were underwhelming enough not to notice?


Both scenarios are incredibly likely. The 10,000 cbill airstrike / artillery is so pathetic I couldn't even see the firing effects at all, too.

Edited by Victor Morson, 11 April 2013 - 11:52 PM.


#53 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 11 April 2013 - 11:54 PM

View PostElizander, on 11 April 2013 - 09:54 PM, said:

I'm sure a lot of players wouldn't mind the low damage if they had Michael Bay level explosions.


Within reason. As it stands now, yeah they'd mind. But the more epic the explosions (which is something Crysis can do very well in a multiplayer game, before anyone says anything about that) the more forgiving they'd be.

I want artillery effects that are shaking me around, BOOMING across the landscape that can be heard for thousands of meters, mud stuck to my window for a while after, thick smoke that makes it hard to see through the area, the works.

Most of these effects are pretty close to built into the engine. It's shocking they weren't given anything close to this level of polish. This isn't the 90s: They are also wildly inconsistent with the quality found in the rest of the game, production value wise.

#54 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 12 April 2013 - 03:51 AM

View PostSelbatrim, on 11 April 2013 - 03:35 PM, said:

Hey buff advocates. Can you outline how you think Arty/air should work and how you think it will impact game-play?


Increase damage to 15 per shell, increase the damage radius of each shell, 15 damage in a 3m radius, dropping 1 point of damage for each 1m of distance. Increase the spread of the shells a bit. Slow down the sequence of impacts, make the entire spread take about 2-4 seconds to hit. Increase the "impulse" of each shell and increase the radius of the impulse effect to be quite a bit larger than the damage radius. That would give you some disruption effect even if you do not hit anyone. If each enemy is feeling the impulse of a couple AC20s (without taking damage) then you can still drop the strike to disrupt the enemy on the other side of a ridge even if you know you will not be hurting anyone.

#55 Thunder Child

    Member

  • PipPipPipPipPipPipPipPip
  • The Ironclad
  • The Ironclad
  • 1,460 posts
  • LocationOn the other side of the rock now.

Posted 12 April 2013 - 04:25 AM

Or they could put the Long Tom and Arrow IV Artillery systems into the game.....
What do you mean, you don't like the idea of a TAG guided Cruise Missile doing 20pts of Direct Damage, followed by 10 pts of Damage to everything in a 30m Radius. At 3.5kms. Without LoS, as long as the Spotter has TAG.
But it weighs 15 tons and only has 5 shots per ton..... No?
Oh well. Then I vote for Michael Bay Explosions on our consumeables. At least then they will sound and look like actual artillery, even if they don't feel like it.

#56 The Last Blade

    Member

  • PipPipPip
  • 90 posts

Posted 12 April 2013 - 04:25 AM

I think it would be awesome to hear Betty go "Incoming artillery strike" or "incoming Aerospace fighter detected"

then hear that king of the battlefield artillery sound like they had hitting Omaha beach I think it was in WWII in the distance..

BOOM BOOOM BOOOM

then you'd know its time to get the hell outta dodge as AC20 round come falling down on your head a few seconds later that keep raining down for like 7 seconds.

Or hear the wail of a jet screaming at you as an aerospace fighter overthrusts above, then BZZZZT Strafing run! (table top canon btw, they should do laser strafing runs) I think they could carry payloads equivalent to their tonnage, which was massive on 100 ton bombers, and when they dropped them on you, I think they made a radius, and anything in it took the whole of the damage of the payload, not split among whoever is in it.

#57 Selbatrim

    Member

  • PipPipPipPipPip
  • The Scythe
  • The Scythe
  • 140 posts
  • LocationFRR

Posted 12 April 2013 - 04:25 AM

View PostVictor Morson, on 11 April 2013 - 11:51 PM, said:


While the Timer would prevent the spam (even now, a maximum of 14 deployables can be used - 1 per minute for the team, minus the first minute) somewhat, I've always been a fan of tying these to the Command Console, honestly. Like make it required to utilize this sort of consumable. It might even help cut (unfounded, mostly) complaints.


But it is not 1 per minute (per side). It is only for the first 60 seconds of the match.

As per Paul it is: The rate at which support calls can be made ranged between 13.5 and 15 seconds depending on the type of support call that was made. Please keep this in mind when trying to call for support.

Or has there been a change I've missed?

#58 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 12 April 2013 - 05:59 AM

View Postshabowie, on 11 April 2013 - 10:57 PM, said:

I've literally never seen somebody get hit with it, so to claim that me saying people move is "completely false" is a bit odd. IME, the smoke comes down, people move, shells splash dirt.

It was meant as a joke. Here, allow me to spell it out:

The damage is so ridiculously low that there's no reason to even move.

#59 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 12 April 2013 - 06:11 AM

View PostPale Jackal, on 11 April 2013 - 03:04 PM, said:

Better visual and sound effects? Sure.

But I'm not sure if I want them buffed. I don't want them to be a staple of gameplay, except to breakup tight clusters of 'mechs.


They need to be buffed. It's X AC10 shots.

#60 MadPanda

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,054 posts
  • LocationSearching for a game...

Posted 12 April 2013 - 06:15 AM

View PostVassago Rain, on 12 April 2013 - 06:11 AM, said:


They need to be buffed. It's X AC10 shots.


It's a single AC10 shot that you can't aim directly at the target, you can only designate the area and hope for the best. I say single shot because you are never going to hit more than one. PGI must be living in fantasy world if they thought these would be used against groups of mechs. The area of effect is so small you will never hit more than one mech.

So you got a single AC10 shot that fires with a 4 second delay and it's targeted on a target area instead of a mech and the shot can't be cancelled once fired.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users