

Arty Strike Fotm
#1
Posted 01 December 2013 - 02:41 PM
It says each shell does 40 damage, and there are six of them. 240 damage would core any mech in the game, so how is that damage applied? Is it spread evenly over all parts of a mech?
How wide is the radius of an air/arty strike, and is the damage more severe the closer to the center of that radius that you are, or does anywhere inside that radius deal the same damage? Does facing in the direction of the epicenter of the strike protect your back?
How come everyone seems to be using arty strikes over air strikes?
Finally, I have heard some complaining that it is extremely easy to blow out the cockpit and rear armor of a mech, because I THINK the damage is spread evenly over the mech, and anything over 20 damage is potentially lethal with a max cockpit armor of only 20 and back armor usually set about the same or slightly more. Is any of that true, and if so will it be changed?
I know there might not be answers to all these questions, but since the strikes are starting to show up a competent player should know how they work and how to deal with them. Also, any tips from those already in the know on how best to use them?
Thanks in advance for any help!
#2
Posted 01 December 2013 - 02:44 PM
When most other devs balance their games they do incremental buffs. they dont just jack up damage 4 times in one patch.
#3
Posted 01 December 2013 - 02:49 PM
http://mwomercs.com/...ost__p__2019322
The Hits of the Strikes are randomly distributed into the target area and do splash damage to whatever is inside the splash damage range...now with quadruppled damage values.
Edited by Thorqemada, 01 December 2013 - 02:52 PM.
#4
Posted 01 December 2013 - 02:51 PM
240 dmg is not applied evenly at all. it's just a bunch of random shots around that general vicinity of red smoke. the difference between arty and air strike is that air strike is a line of shells fired in the direction you are facing (uncertain as to whether it is upper or lower torso), so if there is a conga line of mechs, air strike is more ideal for hitting all of them. however, firing a straight line of shells is also more prone to missing the enemy mechs if they manuever away, and less likely to surround a particular mech or small force in momentary hell. as the enemy, you can't know if it's an arty or air strike unless you see the smoke and then see the planes, but it's the unpredictability of the arty strike that allows the offchance of damaging rear torsos. i would say both have an equally small-but-evident chance of headshotting mechs.
the blast radius was stated in some ATD or CC post i'm sure.
how to use? don't use mc. put right behind lrm boats. light mechs find the most opportunities for these, but all pilots wouldn't mind having one when seeing a conglomeration of mechs charging or sitting still. assign the arty/air strike hotkey to a button you can easily hit without taking your hand off the keyboard or mouse or game controller. JJs allow for more lucky strikes, i would say.
#5
Posted 01 December 2013 - 02:52 PM
The damage is applied the same way that SRM splash works right now. Each shell has a radius (10m I think? Forget the exact number.) and every component in that radius takes damage, decreasing with distance from the centerpoint. When a shell would do more than 40 damage (i.e. it hits very close to a mech and would deal say 30 damage to center and left torso each) the damage is instead capped at 40 and the damage is divided up amongst all sections hit; not sure if it is divided evenly or if the ratio of how much damage each section would have taken is kept the same.
The reason people take arty over airstrikes is that arty concentrates all the damage roughly where you are aiming, whereas an airstrike generates a line that does damage over a couple hundred meters. Since the arty goes more or less where you aim and most teams ball up instead of lining up, airstrike is pretty worthless and arty is pretty great
Khobai, on 01 December 2013 - 02:44 PM, said:
When most other devs balance their games they do incremental buffs. they dont just jack up damage 4 times in one patch.
Yeah, I was pretty stunned when I read the patch notes on this; sure enough, everyone is using arty now. Just goes to show that they learned nothing from the various Lurmageddons that have happened over the last year. It's depressingly common for a weapon to get 3-4 buffs or nerfs in a patch; the last one was the PPC. And we wonder why weapon balance see-saws back and forth so drastically.
#6
Posted 01 December 2013 - 03:04 PM
Mcchuggernaut, on 01 December 2013 - 02:41 PM, said:
I am sure the idea is to spread damage, but I do not think it works. On several occasions have had legs/arms get severely cored w/just one air strike. And not it lights either im talking about assaults and not with inadequate leg armor.
For the most ezmode weapon in the game it does create an immense amount of damage.
Khobai, on 01 December 2013 - 02:44 PM, said:
When most other devs balance their games they do incremental buffs. they dont just jack up damage 4 times in one patch.
Or at the very least they test it on a test server either public or private.
#7
Posted 01 December 2013 - 03:08 PM
Thorqemada, on 01 December 2013 - 02:49 PM, said:
http://mwomercs.com/...ost__p__2019322
The Hits of the Strikes are randomly distributed into the target area and do splash damage to whatever is inside the splash damage range...now with quadruppled damage values.
Thanks for drawing my attention to this, but since the damages shown are all different than the re-worked strikes we are using now, it is quite clear that it was written before the current changes and their information is less than accurate. Also, just HOW MUCH splash damage is done and at what distance from the epicenter is not stated at all. That's pretty important with the Priority version of an arty strike doing 400 damage...
unFearing, on 01 December 2013 - 02:51 PM, said:
240 dmg is not applied evenly at all. it's just a bunch of random shots around that general vicinity of red smoke. the difference between arty and air strike is that air strike is a line of shells fired in the direction you are facing (uncertain as to whether it is upper or lower torso), so if there is a conga line of mechs, air strike is more ideal for hitting all of them. however, firing a straight line of shells is also more prone to missing the enemy mechs if they manuever away, and less likely to surround a particular mech or small force in momentary hell. as the enemy, you can't know if it's an arty or air strike unless you see the smoke and then see the planes, but it's the unpredictability of the arty strike that allows the offchance of damaging rear torsos. i would say both have an equally small-but-evident chance of headshotting mechs.
the blast radius was stated in some ATD or CC post i'm sure.
how to use? don't use mc. put right behind lrm boats. light mechs find the most opportunities for these, but all pilots wouldn't mind having one when seeing a conglomeration of mechs charging or sitting still. assign the arty/air strike hotkey to a button you can easily hit without taking your hand off the keyboard or mouse or game controller. JJs allow for more lucky strikes, i would say.
Thank you, that was very informative.
#8
Posted 01 December 2013 - 03:08 PM
Quote
Most players dont even do 400 damage at the end of most matches.
But a single module item can potentially do upto 400 damage by itself? PGI did not think this out.
#9
Posted 01 December 2013 - 03:09 PM
Thats a cute name. I see you've never played in any leauge matches or competitive 12's before.
#10
Posted 01 December 2013 - 03:10 PM
Thanks PGI.
#11
Posted 01 December 2013 - 03:12 PM
mwhighlander, on 01 December 2013 - 03:09 PM, said:
Thats a cute name. I see you've never played in any leauge matches or competitive 12's before.
Well, no I haven't obviously. Otherwise I would be getting my information somewhere else besides the forums...haha. I take it you mean they were commonly used before the buff in competitive play?
#12
Posted 01 December 2013 - 03:16 PM
Mcchuggernaut, on 01 December 2013 - 03:12 PM, said:
Well, no I haven't obviously. Otherwise I would be getting my information somewhere else besides the forums...haha. I take it you mean they were commonly used before the buff in competitive play?
No, they were used EXCLUSIVELY after the buff in competitive play.
Edited by Deathlike, 01 December 2013 - 03:17 PM.
#13
Posted 01 December 2013 - 03:18 PM
But who am i - i could tell total ******** here...
Edited by Thorqemada, 01 December 2013 - 03:22 PM.
#14
Posted 01 December 2013 - 03:22 PM
Total non-issue imo. But hey, we need something to cry about, right?
#15
Posted 01 December 2013 - 03:22 PM
Quote
its 40 damage per SHELL. its upto 400 damage. Its a module item that potentially does more damage than the average player. That is insane when you think about it.
#16
Posted 01 December 2013 - 03:23 PM

PS: I loved Scorched Earth - was a great "Artillery Duel" inspired game with destructible maps...
That would have been a great implementation of an Arty Strike, count in Wind, Gravity, a whole bunch of Special Guns n Ammo.....yeah!
Its a better game the more Players play...
Edited by Thorqemada, 01 December 2013 - 03:34 PM.
#17
Posted 01 December 2013 - 03:26 PM
NRP, on 01 December 2013 - 03:22 PM, said:
I would agree with this...I can produce damage perfectly fine w/my weapons, no need to decrease my cbill earnings per match. This applies more so for 4 mans grouping and solo pugging, not so much for 12 man drops.
#18
Posted 01 December 2013 - 03:30 PM
#19
Posted 01 December 2013 - 03:32 PM
Ended up with six kills that game, but when you have magical bullets that teleport through objects to your enemy's faces that isn't such a feat.
Edited by Mcchuggernaut, 01 December 2013 - 03:37 PM.
#20
Posted 01 December 2013 - 03:34 PM
Tekadept, on 01 December 2013 - 03:30 PM, said:
There ya go, nice...promote the most ezmode weapon in the game to be buffed up.

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