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Artierlly And Air Strikes Still Need More Buff


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#1 Blood78

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Posted 28 May 2013 - 05:41 PM

I see strikes as a consumable tool to force a change in zone of control. Here are two prime scenarioes what I mean and when a player can utilize artillery and air strike effectively.
  • Both sides entrenched and waiting for another to crest (entrenched because they're all boating massive alpha and waiting for other to crest so you can kill the impatient or curious one)
  • Base being capped (to get them off while bombardment is in-progress or at least deter them) so you can get there in time to stop it.
Reality is. When you do use it in above scenarioes. Its not practical because strikes don't do enough damage or have enough effect to force enemy to give up the zone of control. Hence its useless in current state.



Here are two real experience using them.
  • I risked death and did a jumpjet strike on other side of trench. Whelp I got lucky and didn't die. But it was for naught. Enemy team didn't move. They stood there, ate the bombardment, and waited. Because strike is not enough deterent to lose a good position to alpha someone.
  • I landed a beautiful artillery strike on my base to ry to slow down cap. None of the mechs bothered to move out of range. They just ate it and continue to cap while firing off their massive Alpha strikes with PPCs, Gauss, ACs, etc. and cut the nearest mech down before he can reach cap. Once again, strike is not enough deterent to lose a good position.
Please buff both strikes to be useful. Also please consider some creative approaches such as...
  • Naplam Effect. No damage but adds massive heat in the area.
  • Flashbang Effect: No damage but temporary blindness
  • Shake and Rattle Effect: Add alot of rocking so it throws aim off
  • BattleGrid Strike capability
  • No Warning: Remove smoke canister

Edited by Blood78, 28 May 2013 - 05:42 PM.


#2 Asmosis

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Posted 28 May 2013 - 07:30 PM

I've noticed the smoke pop up from time to time nearby, I had no idea which team dropped it, was standing reasonably close and didnt see impact (was patiently waiting to see an explosion, just smoke vanished) and i've no idea if i got hit by it or not, but i'd assume its about the same as being hit with a single lrm20 tops, which isnt something i'd actively try to avoid either.

I might have to buy one just to drop it on myself at some point to see what the damage is like, could be useful as a lrm boat to drop on myself if a light mech is hugging my heels.

#3 Shimmering Sword

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Posted 28 May 2013 - 08:28 PM

I've only seen 2 strikes fired against me, even in my atlas reversing I could easily dodge it and be back in position quickly. Yesterday I observed a complete artillery hit against a heavy mech and it barely changed the color of his armor.
I'd be ok with them doing more damage over a larger area and I don't even use them myself, but your ideas for non damage area denial effects is a good idea. Heat, shaking, or an IR smoke cloud over a substantial area would do nicely.
A longer and pronounced warning system followed by a larger and more prolonged strike would be interesting too.

#4 Asmosis

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Posted 28 May 2013 - 09:28 PM

EMP type explosions that have a similar effect to ECM would be cool as well. Fry everyones radar for 30 sec or so (including seismic) while your team charges them.





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