Here It Is, The First "artillery / Air Strikes Are Op" Thread.
#1
Posted 11 November 2013 - 10:21 PM
Bloody airstrikes and artillery are OP - when used by premades.
Just last game on Tourmaline an obviously premade group called in 2-4 strikes within a matter of seconds on the same spot, and shredded my Stalkers armour down to 56%. Sure, there's a visual warning and a delay, but I couldn't leave the area in time (especially since they spaced them out) and the crazy amount of screen shake screws things up big time. Not to mention the only way to get out of the explosion was to walk directly into the path of said premade who then shredded me some more. Most of my team got hit too, and many could have moved in time if they noticed it, but the digusting lack of VOIP meant I had to choose between typing and death, or warning my team mates.
Now that arty / air strikes work well they're beginning to feel very pay to win.
I have no idea what can actually be done to fix this, but I'm definitely not paying 40k per match to try and hit them back. It's not very fun to play against at all.
#2
Posted 11 November 2013 - 10:25 PM
They're definitely usable in 12 man battles but they are not worth the money in 4 mans. Even if it helps their team win they'll end up winning at a loss. Only a fool would consistently pay 15 MC a pop for strikes, the only people I can see getting any use out of those are people on the fence about the idea of upgrading or not, and wanting a preview.
#3
Posted 11 November 2013 - 10:27 PM
Troutmonkey, on 11 November 2013 - 10:21 PM, said:
Bloody airstrikes and artillery are OP - when used by premades.
Just last game on Tourmaline an obviously premade group called in 2-4 strikes within a matter of seconds on the same spot, and shredded my Stalkers armour down to 56%. Sure, there's a visual warning and a delay, but I couldn't leave the area in time (especially since they spaced them out) and the crazy amount of screen shake screws things up big time. Not to mention the only way to get out of the explosion was to walk directly into the path of said premade who then shredded me some more. Most of my team got hit too, and many could have moved in time if they noticed it, but the digusting lack of VOIP meant I had to choose between typing and death, or warning my team mates.
Now that arty / air strikes work well they're beginning to feel very pay to win.
I have no idea what can actually be done to fix this, but I'm definitely not paying 40k per match to try and hit them back. It's not very fun to play against at all.
Uh, there's a global timer of 1 minute on their use. Is there a bug that's letting people launch multiple strikes simultaneously?
#4
Posted 11 November 2013 - 10:29 PM
also there is a shared timer... unless people found a way around it. the scenario you described shouldn't be possible
#5
Posted 11 November 2013 - 10:31 PM
Edited by Monkey Lover, 11 November 2013 - 10:32 PM.
#6
Posted 11 November 2013 - 10:33 PM
If they're rolling pugs then they're income is so inflated that they actually need a C-Bill sink anyways.
I do notice that they're used a lot more often. In fact I don't even see any visual indication until I'm already hit and my armor is yellow / orange. It's only when I turn around to see what hit me until I realize it was some sort of artillery strike.
Edit: Ninja post by Monkey Lover - yeah, puggers use em to
Edited by Levon K, 11 November 2013 - 10:34 PM.
#7
Posted 11 November 2013 - 10:36 PM
Monkey Lover, on 11 November 2013 - 10:31 PM, said:
Yeah that was that game. Shared timer or not we basically got pounded by consecutive strikes.
I was not happy at all.
Did you end up winning? Because I pretty much rage quit after that.
#8
Posted 11 November 2013 - 10:36 PM
many times I still see those strikes miss
also had times where someone called in a strike and hit both sides in a brawl(great call on increasing the difficulty ingame ;-) )
a lack of communication is the problem, and I guess quite some confusion/fear/panic in PUG matches (how many times do I see 4 to 6 mechs retreat because they are taking fire from 2 mechs, and a third dual gaus that is so out of range that it does no damaga at all, but u hear the distinct sound of gaus hitting ya)
a lancemate of mine got headshot twice by artillary
2 matches tore us up good with 4 artillary strikes n 2 or 3 airstrikes, one match they won, one match they lost, why?
cuz wasting that much on 4 mechs that can run away in time, because they can talk to on another; yay for voice comm
but I've definatly seen what u r saying
if u wanna balance it someway:
increase the waiting time before u can call in another strike
leave damage as is, before it was useless, PGI wants u to spend some money on those buyaboe things u know
edit:
last week our lance tried to hold D5 on crimson strait (the small pass), and I know it shouldnt have been possible, but we where hammered 5 to 6 times by artillary and airstrike in under 2 minutes
maybe mc and C-bill strikes are for some reason not linked, or they broke patched it ;-)
Edited by Peter2k, 11 November 2013 - 10:41 PM.
#9
Posted 11 November 2013 - 10:41 PM
Peter2k, on 11 November 2013 - 10:36 PM, said:
increase the waiting time before u can call in another strike
leave damage as is, before it was useless, PGI wants u to spend some money on those buyaboe things u know
I dunno, damage seems fine, just the visual warnings not enough. Maybe Betty could call out "Incoming Airstrike" or something so we have an audio cue as well.
I also wouldn't mind seeing a global limit of 2 strikes per team per game, or a much larger timer.
Mechs should also be limited to only being able to carry one of the two, not both or multiples.
Edited by Troutmonkey, 11 November 2013 - 10:41 PM.
#10
Posted 11 November 2013 - 10:48 PM
Troutmonkey, on 11 November 2013 - 10:36 PM, said:
Yeah that was that game. Shared timer or not we basically got pounded by consecutive strikes.
I was not happy at all.
Did you end up winning? Because I pretty much rage quit after that.
Yes we did, If you didn't see what happen there was 4 lights cap kappa we came up on the sides towards tetha but there was 5 or so in the open. We sat back marked and I let my artillery go. I think the light next to me did too. After that you moved ontop of the hill and I just shot you in the back .
Quote
Edited by Monkey Lover, 11 November 2013 - 10:52 PM.
#11
Posted 11 November 2013 - 10:55 PM
It's still only marginally effective at breaking slow deathblobs or when things stalemate into peak-a-boo firing though.
And those of you who are reporting a bug in the timer actually use arty yourself?
The icon greys out as the timer begins and betty tells you when it's online again. I can't say I have seen it bug out in the few weeks since the buff.
#12
Posted 11 November 2013 - 10:56 PM
#13
Posted 11 November 2013 - 11:21 PM
Ihave only seen an Arti Strike kill a mech once. It was red CT and heavily damaged. My experiences to date would not lead me to feel that they over power the game in any fashion.
#14
Posted 11 November 2013 - 11:23 PM
Troutmonkey, on 11 November 2013 - 10:21 PM, said:
Bloody airstrikes and artillery are OP - when used by premades.
Just last game on Tourmaline an obviously premade group called in 2-4 strikes within a matter of seconds on the same spot, and shredded my Stalkers armour down to 56%. Sure, there's a visual warning and a delay, but I couldn't leave the area in time (especially since they spaced them out) and the crazy amount of screen shake screws things up big time. Not to mention the only way to get out of the explosion was to walk directly into the path of said premade who then shredded me some more. Most of my team got hit too, and many could have moved in time if they noticed it, but the digusting lack of VOIP meant I had to choose between typing and death, or warning my team mates.
Now that arty / air strikes work well they're beginning to feel very pay to win.
I have no idea what can actually be done to fix this, but I'm definitely not paying 40k per match to try and hit them back. It's not very fun to play against at all.
If you cannot move from an area when there is a 1minute global timer between them and eat four....that is more on you than the game, sorry.
#15
Posted 11 November 2013 - 11:32 PM
Troutmonkey, on 11 November 2013 - 10:21 PM, said:
Bloody airstrikes and artillery are OP - when used by premades.
Just last game on Tourmaline an obviously premade group called in 2-4 strikes within a matter of seconds on the same spot, and shredded my Stalkers armour down to 56%. Sure, there's a visual warning and a delay, but I couldn't leave the area in time (especially since they spaced them out) and the crazy amount of screen shake screws things up big time. Not to mention the only way to get out of the explosion was to walk directly into the path of said premade who then shredded me some more. Most of my team got hit too, and many could have moved in time if they noticed it, but the digusting lack of VOIP meant I had to choose between typing and death, or warning my team mates.
Now that arty / air strikes work well they're beginning to feel very pay to win.
I have no idea what can actually be done to fix this, but I'm definitely not paying 40k per match to try and hit them back. It's not very fun to play against at all.
#16
Posted 11 November 2013 - 11:54 PM
the other thing i'm doing now as a locust is have it as a weapon of spite... you shoot me i call in artie b4 i die... lawlz...
#17
Posted 12 November 2013 - 12:57 AM
#18
Posted 12 November 2013 - 01:08 AM
I'd say that 40 damage per shell/bomb only just about makes it worth 40k CB for an upgraded strike (that's at least an extra 15k GXP). The hits are still random, and if you stand still or corner yourself, you've only bad decisions to blame.
Calling the enemy c-nuts and rage-quitting says more about your temperament than their skill or playstyle.
#20
Posted 12 November 2013 - 01:24 AM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users