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Thanks For Making Strikes More Useful!


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#1 Victor Morson

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Posted 23 October 2013 - 09:57 PM

Just saying that whoever decided to improve the Airstrike and Artillery Strike: Thanks. I mean it, I've posted numerous review threads for every buff on these weapons and until recently, they've been the second biggest joke behind the flamer.

But now, while they are not exactly as I would have pictured them, they are actually useful. They are useful as area denial now because with the increased hit and damage, people are going to move and not just jokingly take two steps to the side. And if they don't, they are punished brutally for it.

All in all, I'm just glad to not come in with a complaint on these for once, but a thumbs up. It does in fact add some more options to the game, and they are reasonably powerful without being OP [Not to mention too expensive to consistently spam in pugs, but powerful enough to be competitive worthy].

For anyone who hasn't tried them lately, give them a shot again!

PS: I will still mark them harshly for having an "upgrade" that reduces their radius. It's outright impossible to hit anything with the "improved" radius. If this was flipped to expand the radius, it would correct my only serious gripe with them now.

Edited by Victor Morson, 23 October 2013 - 09:58 PM.


#2 YueFei

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Posted 23 October 2013 - 10:28 PM

I have been spamming them in nearly every match I've been in. I actually killed someone with an artillery strike the other day.

Best artillery strike I landed did about 500 damage. Unfortunately it had zero impact on the match outcome and my team got rolled over 12 to 1. =P

Edited by YueFei, 23 October 2013 - 10:29 PM.


#3 627

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Posted 23 October 2013 - 10:31 PM

yeah, seems to be usable now. I'd like some more visual bang and fireworks, though.


Btw, we hat a little discussion about those strikes, especially the priority (mc) ones. Afaik is this the same as (upgraded) CBill strike (improved X strike) but is there a difference?

My mate said you can shoot that MC strike earlier then those cbill strikes, is that true? Do they have a lower cooldown?

#4 Spheroid

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Posted 23 October 2013 - 10:38 PM

Sorry it is still bad. You must invest 40,000 c-bills for an item that will never make its cost back on damage scoring. Losing 1/3 or more of your already meager in game earnings is not acceptable.

#5 Johnny Reb

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Posted 23 October 2013 - 10:42 PM

If your dumb enough to stand in that smoke, I say make it 80 damage.

edit: also the fact you must unlock and buy another module to make it "better" is {Scrap}!

Edited by Johnny Reb, 23 October 2013 - 10:43 PM.


#6 Victor Morson

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Posted 23 October 2013 - 10:47 PM

The 40k Cbill Version is identical to the MC version.

View PostSpheroid, on 23 October 2013 - 10:38 PM, said:

Sorry it is still bad. You must invest 40,000 c-bills for an item that will never make its cost back on damage scoring. Losing 1/3 or more of your already meager in game earnings is not acceptable.


Why I actually credited them with being too expensive to spam in most pub matches. My competitive setup right now is running 9 by 9, Airstrikes AND Artillery, so that's 120,000 a match; thus I only break that out in serious games where profit isn't the motive.

That said, we were using them team-wide tonight and absolutely smashing more than a few groups who clustered too closely. Just off artillery alone we reduced most of their team to 60% before shots even got fired.

Granted they weren't very fast about getting off the smoke, but it can be tricky. It's an avoidable weapon, making it nice area denial (if a bit briefer).

Also yes, I agree there should be better VFX for it. I FINALLY saw the fighters for the first time tonight on Crimson; I wish they'd lower their altitude a bit. The jet trail effect is actually pretty neat.

#7 Mahws

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Posted 23 October 2013 - 10:53 PM

View Post627, on 23 October 2013 - 10:31 PM, said:

yeah, seems to be usable now. I'd like some more visual bang and fireworks, though.


Btw, we hat a little discussion about those strikes, especially the priority (mc) ones. Afaik is this the same as (upgraded) CBill strike (improved X strike) but is there a difference?

My mate said you can shoot that MC strike earlier then those cbill strikes, is that true? Do they have a lower cooldown?


No. If you sink the 15,000 general XP into buying the upgrade for the cbill airstrike/artillery it has the exact same stats.

The un-upgraded cbill artillery/airstrike have 6 shells compared to 10 and a 5 second delay instead of a 4.

#8 Corvus Antaka

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Posted 23 October 2013 - 10:56 PM

I'd like to see splash damage and radious of each shell increased. otherwise the new airstrike is great.

Also, if you launch an airstrike and die before it lands it doesnt seem to land but you are out the cbills?

#9 Victor Morson

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Posted 23 October 2013 - 11:01 PM

When you get whole units carrying these things so they keep popping up left and right, it's definitely pretty neat.

View PostColonel Pada Vinson, on 23 October 2013 - 10:56 PM, said:

I'd like to see splash damage and radious of each shell increased. otherwise the new airstrike is great.

Also, if you launch an airstrike and die before it lands it doesnt seem to land but you are out the cbills?


I think it should land; I know tonight I was able to detonate it on a whole group of Atlas for a ton of damage two or three seconds after I'd hit the ground. I pretty much shot it at my feet, though.

EDIT: I think there should be a Cbill reward bonus for landing strikes. That's another minor gripe; that way if you're successful with them you can run them, but PGI still collects the general "tax" from people missing. It'd really encourage their use more I think.

Edited by Victor Morson, 23 October 2013 - 11:03 PM.


#10 Corvus Antaka

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Posted 23 October 2013 - 11:03 PM

View PostVictor Morson, on 23 October 2013 - 11:01 PM, said:


I think it should land; I know tonight I was able to detonate it on a whole group of Atlas for a ton of damage two or three seconds after I'd hit the ground. I pretty much shot it at my feet, though.


Maybe the strike just needs more explosion/boom. still is easy to miss. More smoke maybe..thus itd be a useful smoke screen too.

#11 Hexenhammer

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Posted 23 October 2013 - 11:10 PM

Best thing about air and artillery strikes? It breaks up turtles.


Tip & Trick
At the construction site on Crimson Strait you can drop a strike on the ground level and any mechs on the floor above you won't see the smoke and won't know to get out of the way.

#12 z3a1ot

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Posted 24 October 2013 - 01:20 AM

I absolutely agree with you. Its actually useful now to bring them to the battlefield.

I had 1 match where the outcome was decided by an arty strike. It was conquest and my team got rolled with 3 of us left and 9 enemies on Crimson Strait. Only thing left for us was resources and enemy spread out to cap bases. We were caping kappa and then I saw epsilon falling to the enemy. So I went there through platform where kappa is and from there I saw 2 guys caping epsilon. So I call an arty strike on epsilon which almost destroyed those 2 guys and then I swooped in for the kills thus denying them epsilon and wining by more resources. Pretty neat id say.

#13 Victor Morson

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Posted 24 October 2013 - 01:30 AM

View Postz3a1ot, on 24 October 2013 - 01:20 AM, said:

I absolutely agree with you. Its actually useful now to bring them to the battlefield.

I had 1 match where the outcome was decided by an arty strike. It was conquest and my team got rolled with 3 of us left and 9 enemies on Crimson Strait. Only thing left for us was resources and enemy spread out to cap bases. We were caping kappa and then I saw epsilon falling to the enemy. So I went there through platform where kappa is and from there I saw 2 guys caping epsilon. So I call an arty strike on epsilon which almost destroyed those 2 guys and then I swooped in for the kills thus denying them epsilon and wining by more resources. Pretty neat id say.


I too managed to inflict serious damage on a team tonight that was capping our base by shelling it on our approach. They obviously didn't want to get off the point, and it was quite damaging. Which is exactly what they were pitched to do when they were released.

Honestly if there was hope for the Strikes, there may yet be hope for the Flamer.*

* I have no hope for the NARC.

#14 FupDup

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Posted 24 October 2013 - 04:15 AM

The Codex Astartes calls this maneuver Steel Rehn.

#15 Joseph Mallan

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Posted 24 October 2013 - 05:22 AM

View PostFupDup, on 24 October 2013 - 04:15 AM, said:

The Codex Astartes calls this maneuver Steel Rehn.

Not to be confused with Steel Rain.
BattleCorps/1st Trinary/Heavy Fire Star
Lt. Hans "Foxbat" Murat- Longbow-12C
Mat "Ops" O'Keefe- Crusader-5K
Yukimura "Neko" Sanada- Orion--M (not our Neko I hear)
Mike "Guru" Smith- Templar-O
James MacDonald- Highlander IIC

Scroll down to 4th Co "The Pack" to see me and the wild Boys!

Edited by Joseph Mallan, 24 October 2013 - 05:23 AM.


#16 Satan n stuff

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Posted 24 October 2013 - 05:41 AM

View PostVictor Morson, on 23 October 2013 - 09:57 PM, said:

Just saying that whoever decided to improve the Airstrike and Artillery Strike: Thanks. I mean it, I've posted numerous review threads for every buff on these weapons and until recently, they've been the second biggest joke behind the flamer.

But now, while they are not exactly as I would have pictured them, they are actually useful. They are useful as area denial now because with the increased hit and damage, people are going to move and not just jokingly take two steps to the side. And if they don't, they are punished brutally for it.

All in all, I'm just glad to not come in with a complaint on these for once, but a thumbs up. It does in fact add some more options to the game, and they are reasonably powerful without being OP [Not to mention too expensive to consistently spam in pugs, but powerful enough to be competitive worthy].

For anyone who hasn't tried them lately, give them a shot again!

PS: I will still mark them harshly for having an "upgrade" that reduces their radius. It's outright impossible to hit anything with the "improved" radius. If this was flipped to expand the radius, it would correct my only serious gripe with them now.

The point of the reduced radius is to get more damage on a specific target. Only consistent way to make it work though is to aim them right behind a stationary target.
I wonder if you can get an airstrike or artillery strike into that vantage point on tourmaline you can see Peef abusing in his light tutorial. Think about it. "Nobody knows I'm here, they all think one of their own is shooting them." *Artillery strike* "Player x has killed player y"

#17 Lefteye Falconeer

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Posted 24 October 2013 - 05:59 AM

I finally killed someone with it too, but they are still far away from being something worth buying. Regardless of how much damage they can potentially deliver, it means NOTHING if we can't actually either (or both): 1) see the damage we delivered, so we can practice how to get better. And 2) have more visual feedback to actually make it FUN to use.

As it is now, regardless of how poerful they can make them, it's simply not fun or interesting to use neither Artillery nor Air Strikes. But they could both be greatly improved with just a little work on the feedback, visual and number-wise.

#18 Roadkill

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Posted 24 October 2013 - 08:08 AM

I agree - the new versions are actually useful.

Quote

PS: I will still mark them harshly for having an "upgrade" that reduces their radius. It's outright impossible to hit anything with the "improved" radius. If this was flipped to expand the radius, it would correct my only serious gripe with them now.

I think the point of the upgrade was to make the impacts more dense, so expanding the radius doesn't help. Unless you meant expand the radius AND add more shells to keep the density the same?

#19 oldradagast

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Posted 24 October 2013 - 08:15 AM

View PostRoadkill, on 24 October 2013 - 08:08 AM, said:

I agree - the new versions are actually useful.


I think the point of the upgrade was to make the impacts more dense, so expanding the radius doesn't help. Unless you meant expand the radius AND add more shells to keep the density the same?


This whole thing is a prime example of how it would be nice to have branching trees for skills. Maybe one path leads to a larger area, but less damage overall, while another leads to a smaller area with more focused damage. Chose a path - or even get both - but you can't have both upgrades in effect at a time.

I'll have to fiddle around with these upgraded strikes and see how I like them. Glad they finally do something... wish they looked cooler though with more feedback to the user regarding successes. Even a message like "X enemy mechs hit with airstrike/artillery strike!" would be cool, and then toss in a little Cbill bonus that scales with how many you hit o something.

#20 Gevurah

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Posted 24 October 2013 - 09:10 AM

FWIW: I have over 250 artillery strikes used to my credit (What can I say, I'm a sucker for damage falling from the sky). Interestingly my win rate is about 20% higher with artillery, and 20% higher still (45%) if I use artillery accuracy.

Let's be clear there have been a lot of upgrades to get Arty/Airstrikes to the point they are now:

1) They started at 5 damage per shell with a like 5m radius.

2) They upgraded it to 10 damage, 10 m radius.

3) They upgraded to 40 dmg, same 10m radius.


At this point I'm getting quite proficient at nailing 80-120 damage strikes with artillery. Best kill so far was a boars head who walked through at least three in a fit of bad luck. I guess it was an XL kill.

How damage is applied:

Damage rains down in various 'shells'. Each shell does 40 damage at point of impact with diminishing radius damage outwards. The point of impact can either be on a mech itself (ideal) which causes damage across about 50% of the mech or it will be on the floor itself, which generally tends to only injure the legs and or limbs.

In my experience:

Artillery is good for area denial but less than optimal for killing/wounding an enemy. It's great for clusters of enemies (I frequently see 2-3 component destructions from groups of 3+).

Airstrikes are harder to hit larger groups with but are far more devastating to single opponents. This is because they rain down their strikes in a very narrow strip, which allows for considerable overlap onto the enemy mech(s).


Positioning:
Artillery
Took me a bit of playing/testing to figure this out. But there are several caveats about positioning. First is that an artillery strike blobs out in a square over your target marker. However, this is not a uniform square. It generally tends to be mostly FORWARD (closer to you) of the marker smoke. This works in your favor but your first few strikes may end up hitting nothing if you simply target directly at your enemy.

Try to target about 25m PAST the lead enemy element. This will typically result in at least TWO landing directly on him or very close. It also has a secondary plus of them not seeing the smoke since it will generally be behind them, resulting in them being blind to it.

Hitting a specific range with your smoke can be difficult, so I find the best trick is to aim for something like a rock or building that's near them, that way I can be sure of the distance. Launching it from above (i.e. you are higher than them) makes it easier as well. Otherwise I might be off slightly (especially if we're on level footing) by 50-80m or more, in more egregious cases, and miss utterly.

This is especially true when you're trying to block a capture. Artillery is especially useful for stopping 'base rushers'. Simply aim the artillery at the central tower on the base cap point and it will rain hell on everyone in the square. They usually scatter when the shells start dropping.

Airstrikes
Airstrikes are far more 'point and click' than artillery. The strike legitimately begins where the smoke drops and ends in a straight line (25m wide w/out accuracy) further away from your launch point. It tends to land shells closer and thus there is considerably more overlap resulting in (by my estimation) about 50-75% MORE radius damage being dealt to an individual mech. It's good for hitting poptarts (aim on side of hill they can't see, the strikes will land on them if you're accurate enough) or wiping out an individual mech from the back (aim at their foot).

Enjoy :)





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