Tesunie, on 04 December 2013 - 06:58 PM, said:
The problem wasn't the lack of information, which I do lack in on the specifics, but the fact that you linked me to a thread saying the information is there, and then explode on me about how wrong my information is. It isn't till two posts later you tell me you linked me to that thread for the shell rate only, but never mentioned that before hand. And then you wonder why I'm confused as to why my information is wrong according to you...
Now, I am booting my game up and going to take as much information from the game itself. Of course, this still does not guarantee complete accuracy.
Drop delay time does say it is 4 seconds by the in game skill tree: Video evidence suggests this is correct
Radius of artillery strike seems to be 60m now instead of 50m, by your quote (in game has no information like this mentioned).
Each shell also seems to have a radius of 30m, as per your quote (I'm guessing it's accurate).
Each shell does 40 damage at impact, and quickly drops to 0 as it passes 30m.
10 shells land per maximized strike. I am going to guess that they still land in a 3 second frame. (I couldn't see the whole thing, but in the video it seems to be 2 seconds...)
This still leaves 4 seconds to respond to the smoke cloud, and 3 (maybe 2) seconds to remove yourself to prevent full damage.
A mech (such as my Shadowhawk) that moves about 60KPH will move about 17m a second (17m x 60seconds=1020m=1.02Km). So, it should take a mech that moves 60 KPH 4 seconds to remove themselves from the area. (4 seconds x 17m = 68m). So, yes, you might not be able to always escape unscathed from a strike. The radius of the strike is 60m of random shell droppings. If a shell drops on the out edge of the 60m area, it threatens out to around 90m away from the smoke, but it will only be splash damage from there on. Given that they also drop randomly, the closer to an edge you are, the better your chances are of the shells dropping away from you.
So, unless my refined math is incorrect, it is still possible for slow mechs to remove themselves from the brunt of the damage, if not still (luck given) be able to get out without any damage. Of course, this also presumes that they did not increase the speed at which the shells drop at.
Also, I would like to mention that a single strike costs 40,000 c-bills each and requires 15,000 GXP to make the best use of them (per type). If one was to load up on one of each, it would cost them 80,000 c-bills for a single use item each (that will also take up a module slot, which can remove something more universally helpful such as capture accelerator, Seismic Sensor, Advanced Zoom, etc) . Most people make around 100,000-150,000 on a good match, if they win. 80,000 is a good chunk of their victory money as well as can be a gamble, because if they loose, use the strikes, miss (or even hit sometimes), and they end a match with 40,000 c-bills or less (I don't recall what the minimum amount one can earn is in a single match), they can actually go into the negatives.
The strike is a high risk, high reward weapon. It's expensive, works once and is gone, and has a delay in it, and can easily miss or do very little damage if things don't work out right. There is also still a 4 second delay between uses (as far as I can tell) which means that a team can still only use them every 8 seconds, and I believe air and artillery are combined on this?
Still suggest one stay on the move, keep momentum going on their mech, and just try to react as soon as you can to it.
So, as far as the strikes go, I don't think they are the problem you are thinking they are. Personally, I still hardly see them on the battlefield. And if you want to throw "low elo" into the discussion, I can tell you my Elo is near the neutral area. How can I tell? I seem to run with a lot of trial mechs nearby, people constantly use LRMs like fire and forget weapons, inside their minimum range, outside their maximum range, PPCs get used inside their minimum range, etc. I play a lot of pug matches, and very few 12 man teams. Maybe it's a problem in 12 man premades, but in PUG land, it's not a big deal...
If you aren't seeing a near constant chain of air and artillery strikes, you aren't really experiencing the impact they have on a match, or what it's like trying to avoid them. At high ELO, you will see easily 10-15 strikes from each team. The cost is irrelevant to someone with an abundance of cash, and high ELO players have an abundance of cash. Aside from that, you forgot to include in your calculation human reaction time + network latency, or anything to do with how the smoke can isn't even noticeable for the first second or so anyway (take a close look at the video you posted). Even if you do manage to see the smoke can the instant it spawns, you still don't have 4 seconds from the time you are ready to execute evasive maneuvers, you have ~3.4, depending on your ping and your reflexes. Then, you're again assuming that you're already travelling 60 km/h (10 faster than you said you were going before, but whatever — even at 60 you're only going to move 57m in 3.4 seconds.) But again you assume you're going at that speed in a straight line away from the center, which is pretty much never going to be the case, no matter how much you say you move around. As I said before, if you can see the smoke, that means it is in front of you, so unless you are moving backwards at 60 km/h, that means you're moving toward it. Also, in actual practice, you will have to steer, you will have to change speed, you will have to navigate around your allies and around nearby obstacles. You may have to move in a direction which would expose you to enemy fire, or up a hill that's slowing you down. Basically, you're wasting your time and energy trying to avoid it. Get away from the smoke a bit if you can until you see the shells have dropped if it's safe to move in that direction, but don't fool yourself and think that you're going to avoid any substantial amount of damage in your slow mech unless you're already a good distance from the center - which as I said in the very beginning - you were already pretty much out of the danger zone to begin with.
So there you are, 16,000 words later and you still haven't made any sort of worthwhile argument. At least we both learned something by making me go back through all the patch notes from the period where I wasn't playing. I didn't know they increased the impact and blast radii either, until yesterday.
Edited by Atheus, 04 December 2013 - 07:50 PM.