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Here It Is, The First "artillery / Air Strikes Are Op" Thread.
#21
Posted 12 November 2013 - 02:16 AM
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#22
Posted 12 November 2013 - 02:22 AM
Victor Morson, on 11 November 2013 - 10:25 PM, said:
Some players just want to
Then again, PGI has already shown that this game isn't about letting all players having an equal chance of winning. It's about grinding and farming to get the best mechs with the best upgrades and the best weapons and the best consumables. Or just pay real money. Fair enough. But let's not pretend C-bills work as a balancing factor, because there are plenty of people who don't give a toss about them.
EDIT: And as many of you may have realized, this is probably why we don't have a stock mech mode. No grinding = no income for PGI.
Edited by Alistair Winter, 12 November 2013 - 02:23 AM.
#23
Posted 12 November 2013 - 02:36 AM
#24
Posted 12 November 2013 - 03:15 AM
Levon K, on 11 November 2013 - 10:33 PM, said:
But real money (Premium + Hero bonuses) gives you more monopoly money per match, and Artillery Strike is a per/match expenditure...
So I am afraid it is a bit on a slippery slope. Since Artillery Strike doesn't usually mean you lose money per match (I think) , I think it's not a problem yet - but it could become one.
Without wanting to imply that I think Arty is OP and P2W just because someone cried so on the internet.
#25
Posted 12 November 2013 - 03:31 AM
Now I have seen what I have to assume was premades use four or five in rapid order in a curtain or cell bombardment. Done very well it can near wipe out a team and garuntee a win.
Its a complete waste in most pug matches though but once in a while its just nice to know I got a group of stompers to experince parkinsons.
#26
Posted 12 November 2013 - 03:35 AM
Mudhutwarrior, on 12 November 2013 - 03:31 AM, said:
Now I have seen what I have to assume was premades use four or five in rapid order in a curtain or cell bombardment. Done very well it can near wipe out a team and garuntee a win.
Its a complete waste in most pug matches though but once in a while its just nice to know I got a group of stompers to experince parkinsons.
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#27
Posted 12 November 2013 - 06:31 AM
Alistair Winter, on 12 November 2013 - 02:22 AM, said:
Then again, PGI has already shown that this game isn't about letting all players having an equal chance of winning. It's about grinding and farming to get the best mechs with the best upgrades and the best weapons and the best consumables. Or just pay real money. Fair enough. But let's not pretend C-bills work as a balancing factor, because there are plenty of people who don't give a toss about them.
EDIT: And as many of you may have realized, this is probably why we don't have a stock mech mode. No grinding = no income for PGI.
Though I agree with what you are saying, We are playing a war game. Now whether or not we have Arty isn't he issue I have, it is why cry over the inclusion of a tried and true Military weapon. One that if properly applied is a game changer?
#28
Posted 12 November 2013 - 06:45 AM
Joseph Mallan, on 12 November 2013 - 06:31 AM, said:
Personally I find any tears shed over Arty or Air-drop laughable... Area suppression and CAS is a fundamental tactical response in any ground force military scenario, be it ground warfare or big stompy mechanized biped war machines.
If you get caught standing around with your thumb in your arse and don't vacate on first puff (I like to drop smoke behind my targets BTW) ... It's your fault for playing "oblivious turret".
It's a tactical response to a given situation... QQ is lost on me on this issue.
I'm up to my snoot with folks who only want to play "stompy robots" and want to mitigate any form of combined arms or God forbid... tactical weaponry.
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#29
Posted 12 November 2013 - 06:51 AM
DaZur, on 12 November 2013 - 06:45 AM, said:
If you get caught standing around with your thumb in your arse and don't vacate on first puff (I like to drop smoke behind my targets BTW) ... It's your fault for playing "oblivious turret".
It's a tactical response to a given situation... QQ is lost on me on this issue.
I'm up to my snoot with folks who only want to play "stompy robots" and want to mitigate any form of combined arms or God forbid... tactical weaponry.
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Then they are in the wrong game an should maybe look up Gundums! My players have spent 20+ years putting 2 LRM Machs back on a hill raining damage on the enemy as the main force moves to engage. Cheap, Low intelligence, my Camo covered Buttox!
Edited by Joseph Mallan, 12 November 2013 - 06:53 AM.
#30
Posted 12 November 2013 - 07:41 AM
Joseph Mallan, on 12 November 2013 - 06:31 AM, said:
I am thrilled to see artillery and air strikes in this game. I just wish they would be restricted to scout mechs, to give certain light mechs a purpose, in lack of actual role warfare. Make it similar to a command console, put a 1 ton module in a light mech that lets it coordinate artillery and air strikes. And I wouldn't make it a consumable, I would let light mechs use them once every 1 or 2 minutes. That way, a Locust 1V might actually do more than 50 damage in a match.
And not all light mechs would be able to use a "scout module", if I had my way. Because some light mechs are clearly capable of doing a lot of damage without artillery and air strikes.
#31
Posted 12 November 2013 - 07:42 AM
Alistair Winter, on 12 November 2013 - 07:41 AM, said:
And not all light mechs would be able to use a "scout module", if I had my way. Because some light mechs are clearly capable of doing a lot of damage without artillery and air strikes.
I can see this, but also give it as a option for the player who Takes command, give being in charge some thump.
Edited by Joseph Mallan, 12 November 2013 - 07:43 AM.
#32
Posted 12 November 2013 - 07:43 AM
#34
Posted 12 November 2013 - 07:48 AM
Seems like it's hardly overpowered - it's artillery: it's supposed to be something disruptive and painful.
#35
Posted 12 November 2013 - 07:54 AM
There is a ComStar Focus Group thread on it here: http://mwomercs.com/...ated-april-2nd/
You could also post in the Patch feedback section somewhere about it, too.
Edited by Prosperity Park, 12 November 2013 - 07:55 AM.
#37
Posted 12 November 2013 - 08:21 AM
Thorqemada, on 12 November 2013 - 01:24 AM, said:
Could be Arty on first then Air strike on 2nd, rinse repeat.
Edit: Also, I have seen a number of strikes recently with people now using them with the increased damage. I can safely say, I have never been hit with one. I see the billowing smoke can move out of the way. Maybe if I was goign 48 KPH or something I might have problems, but I tend to run faster than that.
Edited by Ngamok, 12 November 2013 - 09:18 AM.
#38
Posted 12 November 2013 - 09:48 AM
They aren't going to touch them for a long time though because they are not a problem in pugs. They dominate the 12v12 queue, to the point where each team has at least 6 strikes, usually more.
This is also because of the seismic nerf. It needed one, but now the consumables are the best modules you can take.
Edited by Roughneck45, 12 November 2013 - 09:50 AM.
#40
Posted 12 November 2013 - 11:11 AM
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