

Artillery/air Strike-Totally Useless And Too Costly?
#1
Posted 19 August 2013 - 04:43 AM
Now that we have 12v12 we also earn less cbills and have 4 more mechs to destroy, yet the cost of these consumables has remained the same. Needs major adjustment.
#2
Posted 19 August 2013 - 04:58 AM

#3
Posted 19 August 2013 - 06:30 AM
For them to add anything to the game, they need a buff, countered by an in-game nerf (e.g. requires command console), not a meta-game nerf (e.g. higher C-bill cost, which doesn't really affect the people out there with tens or hundreds of millions of C-bills).
Right now, they offer a very tiny in-game advantage (barely do damage), off-set by a moderate in-game disadvantage (you lose 1 module slot) and a massive meta-game disadvantage.
Edited by Alistair Winter, 19 August 2013 - 06:37 AM.
#4
Posted 19 August 2013 - 06:33 AM
#5
Posted 19 August 2013 - 07:00 AM
Reduce cost by 50% and either create some graphic effect (like some airplanes flying over the area and firing missiles/dropping bombs) or at least some voice confirmation of incomming artillery fire, both with a noticable explosion and soundeffect.
It would also be nice to make them more different.
For example Artillery Strike could be 1 big impact damaging everything in a certain radius with high damage in its center (40 points in a 10m radius?) and lower damage the further the target is away (30 damage in a 20m, 20 damage in a 30m and 10 damage up to a radius of 50m?).
And Air Strike could be an attack in a line instead of a point. Just select the starting point and the direction of the strike on the map and the planes will drop bombs in a line, dealing 10 damage to everything on that line (40m wide and 150m long?).
Just my 2 cent.
Edited by Roadbuster, 19 August 2013 - 07:03 AM.
#6
Posted 19 August 2013 - 07:02 AM
#7
Posted 19 August 2013 - 11:51 AM
#8
Posted 19 August 2013 - 12:00 PM
This is usefulish in very rare situations though and nowhere near worth 40k with the new economy. For the record I did get the enhanced artillery buff so I drop 10 bombs instead of 6 with all of this teasting. Ill be damned if I'm going to sacrifice yet another module slot to make the grouping tighter. Hell With as much advanced warning as people get the last thing I want is a tight grouping.
#9
Posted 19 August 2013 - 09:05 PM
#10
Posted 19 August 2013 - 09:32 PM
#11
Posted 19 August 2013 - 09:40 PM
Artillery and airstrikes should also be call-able by Battlegrid, with no LOS requirement.
#12
Posted 19 August 2013 - 10:03 PM
Airstrike should launch a precision munition at 1 enemy mech. Perhaps you should have to have a TAG and keep it on the mech to guide the munition to target.
#13
Posted 19 August 2013 - 10:38 PM
Sometimes, I wonder if the devs are trying to be too cute or too clever for their own good when they designed this.
Edited by Deathlike, 19 August 2013 - 10:38 PM.
#14
Posted 19 August 2013 - 11:21 PM
Damage at the center (direct hit to 5m) needs to be 40 or even 50 damage MINIMUM if not higher, these are basically very large HE rounds being lobbed/dropped on your mech, it NEEDS to hurt. Falloff from that can be 2 damage per a meater drop till it reaches its range. So that even being NEAR these things is still going to mess you up some.
Then these things would be quite useful indeed.
#15
Posted 19 August 2013 - 11:50 PM
Deathlike, on 19 August 2013 - 10:38 PM, said:
Sometimes, I wonder if the devs are trying to be too cute or too clever for their own good when they designed this.
Module upgrades do not take more slots.
#16
Posted 20 August 2013 - 04:33 AM
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