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Air Strike And Artillery.


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#1 stinkypuppy

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Posted 18 October 2013 - 10:38 AM

these 2 modules that the title indicate have gotten a buff in the new update that increases shell damage from 10 to 40. while this does make them more useful they still are not used often (long delays and stuff like that) and i'm quite fine with that. but i have a little thing that annoys me about them.

i was playing this one game and i managed to get hit by the artillery. the damage it did hugely damaged my battlemaster to the point of near destruction and while he did use the weapon to his advantage my only complaint is...

WHY MAKE A WEIGHTLESS MODULE BE A GAME CHANGING WEAPON! it is nice that its able to have some use now but why make something that weights 0 tons have the ability to be the determining factor of a battle? and the fact that you need to buy more outside of a battle is really making this thing edge the borders of pay to win. its not as bad as exclusive ammo that does more damage than regular ammo but its pretty close. you may think that if im going to complain about this i might as well complain about pilot ability's but those don't have the capability to remove a mech from the game from a single keystroke. if a light-medium is capping a base and you drop artillery behind it so it cant see the smoke that artillery very much has the ability to completely destroy it and if its a heavy assault its going to really badly damage it.

my solution? make it a commanders ability to add some value to playing as the commander, i say that at the start of a round the commander has 10 battle-points. to drop a artillery strike/airstrike it costs 2 battle-points so the commander gets to drop 5 per game and to make it balanced it needs to be within 400 - 600m of any of your teams mechs (and maybe a range boost if playing as a command mech like a cyclops). also this battle-point system could make room for some more ability's later in the game. you might think that this is a feature suggestion but i thought it would fit here considering its a way to balance the air strikes and artillery. i think this could be a good way to prevent a weightless module be able to shift the balance of a battle.

#2 WVAnonymous

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Posted 18 October 2013 - 10:43 AM

View Poststinkypuppy, on 18 October 2013 - 10:38 AM, said:

these 2 modules that the title indicate have gotten a buff in the new update that increases shell damage from 10 to 40. while this does make them more useful they still are not used often (long delays and stuff like that) and i'm quite fine with that. but i have a little thing that annoys me about them.

i was playing this one game and i managed to get hit by the artillery. the damage it did hugely damaged my battlemaster to the point of near destruction and while he did use the weapon to his advantage my only complaint is...

WHY MAKE A WEIGHTLESS MODULE BE A GAME CHANGING WEAPON! it is nice that its able to have some use now but why make something that weights 0 tons have the ability to be the determining factor of a battle? and the fact that you need to buy more outside of a battle is really making this thing edge the borders of pay to win. its not as bad as exclusive ammo that does more damage than regular ammo but its pretty close. you may think that if im going to complain about this i might as well complain about pilot ability's but those don't have the capability to remove a mech from the game from a single keystroke. if a light-medium is capping a base and you drop artillery behind it so it cant see the smoke that artillery very much has the ability to completely destroy it and if its a heavy assault its going to really badly damage it.

my solution? make it a commanders ability to add some value to playing as the commander, i say that at the start of a round the commander has 10 battle-points. to drop a artillery strike/airstrike it costs 2 battle-points so the commander gets to drop 5 per game and to make it balanced it needs to be within 400 - 600m of any of your teams mechs (and maybe a range boost if playing as a command mech like a cyclops). also this battle-point system could make room for some more ability's later in the game. you might think that this is a feature suggestion but i thought it would fit here considering its a way to balance the air strikes and artillery. i think this could be a good way to prevent a weightless module be able to shift the balance of a battle.


What I think you mean is... YOU FOUND A USE FOR THE COMMAND MODULE!

edit: I can't spell...

Edited by WVAnonymous, 19 October 2013 - 04:27 PM.


#3 Biglead

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Posted 18 October 2013 - 11:23 AM

I would agree with you if artillery and air strikes weren't rediculously easy to dodge.

#4 Eleshod

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Posted 18 October 2013 - 12:12 PM

Because they where damned near worthless before.

#5 sC4r

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Posted 18 October 2013 - 12:19 PM

it costs friggin 40k for one use so it better do something

it still rarely do some serious damage but sometimes "stinky things" are raining down and you just happened to be on recieving end

#6 Roadkill

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Posted 18 October 2013 - 12:21 PM

That giant pillar of pink smoke that's visible from all the way across the map?

You're supposed to run away from it, not toward it.

#7 Artgathan

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Posted 18 October 2013 - 12:28 PM

View PostRoadkill, on 18 October 2013 - 12:21 PM, said:

That giant pillar of pink smoke that's visible from all the way across the map?

You're supposed to run away from it, not toward it.


What? Really?

THIS CHANGES EVERYTHING

#8 AC

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Posted 18 October 2013 - 01:15 PM

View PostRoadkill, on 18 October 2013 - 12:21 PM, said:

That giant pillar of pink smoke that's visible from all the way across the map?

You're supposed to run away from it, not toward it.

View PostArtgathan, on 18 October 2013 - 12:28 PM, said:


What? Really?

THIS CHANGES EVERYTHING



Holy Cr@p! That is what I was doing wrong!

#9 Purlana

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Posted 18 October 2013 - 02:30 PM

View PostRoadkill, on 18 October 2013 - 12:21 PM, said:

That giant pillar of pink smoke that's visible from all the way across the map?

You're supposed to run away from it, not toward it.


No! The pink smoke designates the zone for supply drops. Everyone stand in the pink smoke!

Edited by Purlana, 18 October 2013 - 02:31 PM.


#10 Detrimus

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Posted 18 October 2013 - 02:45 PM

View PostsC4r, on 18 October 2013 - 12:19 PM, said:

it costs friggin 40k for one use so it better do something



Well that's my problem with it... and consumables in general.

The reason no one uses them is because the upkeep is crazy on them, especially if you aren't running premium time.

I just wish they would act as any other module, not have a refill cost, but only make them a 1-use per match. That would balance it out nicely, and encourage more people to use them.

#11 Davers

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Posted 18 October 2013 - 03:58 PM

View PostDetrimus, on 18 October 2013 - 02:45 PM, said:


Well that's my problem with it... and consumables in general.

The reason no one uses them is because the upkeep is crazy on them, especially if you aren't running premium time.

I just wish they would act as any other module, not have a refill cost, but only make them a 1-use per match. That would balance it out nicely, and encourage more people to use them.

But then everyone would equip one of each and the game would be filled with arty and air strikes.

#12 CrashieJ

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Posted 18 October 2013 - 04:03 PM

everything should need to use a command console

and the command console should give bonuses like an extra mod-slot

#13 Mudhutwarrior

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Posted 19 October 2013 - 03:31 AM

Only people affected by these changes are noobs. Seen everyone used since upgrade dodged. I have several in inventory and actually carried one for twenty or so matches. Never found a real use for it. I still think the smoke thing is just stupid. Maybe it would make sense in an airstrike but artillery cant see the smoke. Make it make sense it might be worth something.

#14 shintakie

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Posted 19 October 2013 - 02:54 PM

I saw it used quite effectively in a brawl once. Giant blob of death vs giant blob of death. Some random light ran behind them and plopped it slightly behind them. Since people always do that stupid scoot forward 2 steps, scoot back 2 steps and have the situational awareness of a snail a ton of people got wrecked.

Was pretty hilarious to watch.

#15 Corvus Antaka

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Posted 19 October 2013 - 09:15 PM

it's here.

the first "Arty strike is OP" thread.

lmao

#16 Dexion

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Posted 19 October 2013 - 09:16 PM

It would be interesting to see just how much damage an arty strike does under ideal conditions. .. Enemy team not moving too much, clustered fairly close. Drop Arty, wait till its done, then die and check damage done total (fire no other weapons).

Would be nice too try, but Good luck convincing the other team its not a trick lol.

#17 FupDup

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Posted 19 October 2013 - 09:16 PM

STEEL REHN

#18 Vassago Rain

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Posted 19 October 2013 - 10:04 PM

Ive been playing with these a lot. Protip: they're still bad, and not worth the module slot on your mech. At least they hurt now.

#19 Deathlike

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Posted 19 October 2013 - 11:50 PM

View PostVassago Rain, on 19 October 2013 - 10:04 PM, said:

Ive been playing with these a lot. Protip: they're still bad, and not worth the module slot on your mech. At least they hurt now.


I'm sure some people don't know there's an upgrade for it... by requiring a 2nd module slot.

This is a terribad design and the devs should feel bad.

#20 MustrumRidcully

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Posted 19 October 2013 - 11:53 PM

View PostDavers, on 18 October 2013 - 03:58 PM, said:

But then everyone would equip one of each and the game would be filled with arty and air strikes.


Everyone will equip
Air Strike
Artillelry Strike
Cool Shot
Seismic Sensors.

Dang, how do I squeeze that in my 2 module slots?

How exciting! Choices! Possibly no true or false answer! Can we get more modules like that, please? Maybe we can actually find some stuff to get some real role warfare going on! Wouldn't that be neat, if one of those design pillars finally meant something?

Edited by MustrumRidcully, 19 October 2013 - 11:53 PM.






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