Air Vs. Artillery Strikes
#21
Posted 08 November 2013 - 07:49 AM
#22
Posted 08 November 2013 - 08:00 AM
i use both on my locust and ravens.
A great place is Terra Therma, when the enemies start walking in to the centre in a line.
place an airstike just behind their cover barrier, and watch it just plow into them.
the upgrades also drop additional bombs, and faster too, there totally worth it.
#23
Posted 08 November 2013 - 08:09 AM
NRP, on 04 November 2013 - 02:43 PM, said:
Try popping smoke where some/most of the group won't see it, like directly behind or to the side of the bulk of them.
#24
Posted 08 November 2013 - 01:06 PM
#25
Posted 08 November 2013 - 05:06 PM
#26
Posted 08 November 2013 - 05:08 PM
#28
Posted 08 November 2013 - 06:53 PM
Nehkrosis, on 08 November 2013 - 05:08 PM, said:
the mechlab description only gives the number of shells and not the length or radius of area. do you actually see a circle or line in game when you press the arty/air strike button?
#29
Posted 09 November 2013 - 04:26 AM
#30
Posted 12 November 2013 - 05:24 AM
Selfish, on 04 November 2013 - 01:18 PM, said:
This would be useful information to have in-game; for me it was the most noticable omission. I figured this was the most likely targeting mechanism, but at 40,000 C-Bills a go it's nice to hear it rather than find out the trial and error way. Especially when your Locust is running away rather than spectating after you've 'fired' it. Thanks.
#31
Posted 12 November 2013 - 05:49 AM
However, if you can get the enemy team into a line, then Airstrike is great. The best example would be teh cave exits in Forest Colony (including the canyon next to the cave [blocked on the snow version]). Wait till they start pushing through and place the air strike infront of them... I guarantee that they will all stop and bunch up because they think that they are about to run into an Artillery strike zone. You will hit the whole group perfectly with the complete back half of the air strike.
The main reason for this is... there is no visual differentiation between the air and artillery strikes. Both smoke colours are the same from what I remember.
#32
Posted 12 November 2013 - 05:51 AM
Kieran Carns, on 12 November 2013 - 05:24 AM, said:
This would be useful information to have in-game; for me it was the most noticable omission. I figured this was the most likely targeting mechanism, but at 40,000 C-Bills a go it's nice to hear it rather than find out the trial and error way. Especially when your Locust is running away rather than spectating after you've 'fired' it. Thanks.
It would be. The only way I know of to test it is by firing it off in Testing Grounds. You'll find it still in your inventory after you leave.
#34
Posted 12 November 2013 - 06:19 AM
#35
Posted 12 November 2013 - 12:15 PM
Info on how they work: (damage numbers not updated in these posts)
ARTILLERY STRIKE
http://mwomercs.com/...trike-feedback/
Quote
New Consumable Modules:
- Each team has a separate global cooldown timer governing their use of artillery and air strikes
- No one can activate an artillery or air strike while their team's cooldown timer is counting down
- At the start of the match, each team's cooldown timer counts down 60 seconds
- When a player activates an artillery or air strike, his team's cooldown timer starts to count down for 10 seconds
- Artillery Strike
- Calls in a barrage of long range artillery.
- Press [Home] to target the area under your crosshairs with an artillery strike.
- After a 5 second delay, 6 shells drop into a 50 m radius around the targeted area. Each shell does 10 points of damage.
- Consumed on use.
- Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.
- Upgradable to Improved Artillery Strike.
- Priority Artillery Strike
- Calls in a barrage of long range artillery.
- Press [Home] to target the area under your crosshairs with an artillery strike.
- After a 4 second delay, 10 shells drop into a 50 m radius around the targeted area. Each shell does 10 points of damage.
- Consumed on use.
- Cannot be equipped to a Mech that already contains an Artillery Strike, Improved Artillery Strike, or Priority Artillery Strike module.
New Support Modules:
- Artillery Accuracy
- Decreases the length of the bombardment zone by 20%.
New Consumable Module Upgrades:
- Improved Artillery Strike
- Upgrades the Artillery Strike module.
- Increases artillery shell count by 4, and decreases flight time by 1 second.
- Does not need to be equipped to a BattleMech.
So it drops in a 50 meter radius from where you point it and i think each bomb has a 10 to 15 meter explosion radius starting at 40 in the center and dropping to zero at the edge.
AIR STRIKE
http://mwomercs.com/...trike-feedback/
Quote
- Each team has a separate global cooldown timer governing their use of artillery and air strikes
- No one can activate an artillery or air strike while their team's cooldown timer is counting down
- At the start of the match, each team's cooldown timer counts down 60 seconds
- When a player activates an artillery or air strike, his team's cooldown timer starts to count down for 10 seconds
- Air Strike
- Calls in a fighter air strike on a targeted zone.
- Press [End] to target the area under your crosshairs with an air strike.
- After a 5 second delay, 6 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.
- Consumed on use.
- Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.
- Upgradable to Improved Air Strike
- Priority Air Strike
- Calls in a fighter air strike on a targeted zone.
- Press [End] to target the area under your crosshairs with an air strike.
- After a 4 second delay, 10 bombs drop along a 100 m strip, starting at the targeted area and moving away from your location when you activated the strike. Each bomb does 10 points of damage.
- Consumed on use.
- Cannot be equipped to a Mech that already contains an Air Strike, Improved Air Strike, or Priority Air Strike module.
New Support Modules:
- Air Strike Accuracy
- Decreases the radius of the targeted area by 20%.
New Consumable Module Upgrades:
- Improved Air Strike
- Upgrades the Air Strike module.
- Increases air strike bomb count by 4, and decreases flight time by 1 second.
- Does not need to be equipped to a BattleMech.
Starts at the point you target and the strike will start at the point you placed it and move away from that point in the same direction you are facing when you dropped it. So if you were standing on and staring along the bridge in river city, activated it on the middle of the bridge, it would follow the bridge away from you to the end.
Edited by Alekzander Smirnoff, 12 November 2013 - 12:29 PM.
#36
Posted 12 November 2013 - 01:53 PM
However, effective or not, there is something oddly satisfying about dashing in and leaving a present for the enemy a-holes.
#38
Posted 15 November 2013 - 06:56 AM
My Friend and I loaded up with Airstikes and Arty's, and ran for the back cap.
We were over-looking the entire enemy team on what we call "Battle-Mountain", the ridge that oversee's the compound base.
The ENTIRE enemy team was on top of that mountain.
290 damage with one airstike.
and i know it was that much because soon afterward i was Guassed into oblivion and couldnt fire any of my other weapons.
oh and yeah, we were in locusts
Edited by Nehkrosis, 15 November 2013 - 06:57 AM.
#39
Posted 15 November 2013 - 09:00 AM
#40
Posted 15 November 2013 - 10:59 PM
There's some moment in every match when the enemy are clustered together or advancing towards you enmass and the perfect opportunity presents it self to strike.
If the enemy is advancing towards you at some choke point just the red smoke alone is disruptive to their push. Then you take advantage of the disorder and pounce.
Last night playing Terra Therma the red team took theta and tried to advance on us via that winding mountain path as we circled around. We let a few of them through then I dropped an arty strike. The red smoke and UAC5 dakka from my dakkatlas stopped their advance dead in its tracks. Guys at the front tried to back up the pass only to run into guys coming down the pass from the back. Arty hits for effect, dakka is right on, and then I drop the air strike with more dakka. This causes total panic on the path with enemy mechs jumping in to lava to get away. Those guys got shot by teammates standing around the lava stream. We won the battle at the pass with extreme prejudice. However in the end we lost the war to the two wily assault mechs who stayed back..
Then tonight in terra therma we started hitting enemy teams with arty and air strikes right as both teams are walking into theta. Total confusion and panic ensue on the other side and they all die clustered behind the boxes at the door or while trying to break out one by one to escape. They sent a few strikes back but crucially we had the advantage then and didn't panic.
Some really good players in a 4 man on that team too but we wiped the floors with them even though we were PUGs only.
So, I think there are key moments in the game when the strikes can make a great deal of difference, more from their psychological value then the actual damage they do. If they got stronger, I don't know. They might get overpowered in the hands of people who know how to use them well.
Edited by JigglyMoobs, 15 November 2013 - 11:03 PM.
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