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Arty Strike Fotm


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#41 Mystere

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Posted 01 December 2013 - 05:47 PM

View PostKhobai, on 01 December 2013 - 04:49 PM, said:

ok im willing to spend 100,000,000 cbils can I haz a tactical nuke?


That would be a great money sink. As such, PGI get on it.

How else are we going to level the playing field with the space poor?

Edited by Mystere, 01 December 2013 - 05:48 PM.


#42 JimboFBX

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Posted 01 December 2013 - 05:52 PM

I would rather it cost 15k and they remove the direct hit damage. typically you do about 5 damage across the mech except when you get a direct hit which is 40 damage to a single component

#43 xMEPHISTOx

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Posted 01 December 2013 - 07:17 PM

View Postmwhighlander, on 01 December 2013 - 05:17 PM, said:

For those complaining (Khobai and Meph) they are not "ez" mode or are they at all powerful in pugs -- in 12's they give a reason for teams to stop death ball ing or hiding behind X cover the entire match.


Not a complaint so much as a statement that I adhere to. I feel they are no skill ez mode...that's it.
I do not care if they buff or nerf them, its whatever...adapt and adjust ftw.

#44 Jman5

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Posted 01 December 2013 - 07:25 PM

Artillery damage is really not as great as it seems on paper. Generally a good strike will do around 100 damage. 200 damage strikes are rare. You need like 5 or 6 assault mechs standing still. Anything more than that is practically unheard of.

It's pretty common to do under 100 damage.

#45 Kaspirikay

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Posted 01 December 2013 - 07:37 PM

hahaha, classic pgi

#46 Khobai

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Posted 02 December 2013 - 01:08 AM

I know theyre not all powerful, but they are spammed way too much, which is an indication they are a little too good. If they were really a waste of 40k like people claim, then no one would be using them, which clearly isnt the case.

#47 Kin3ticX

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Posted 02 December 2013 - 01:16 AM

I am not against a strong call-in but this is kinda dumb with the amount of splashy spam.

1st .I think the cooldown should be doubled.

2nd. The Improved Artillery upgrade should only decrease its area of bombardment. The 2nd support module nobody uses, (artillery accuracy), should be reprogrammed to (double artillery) and THIS module should double the number of shells.

I would be very happy with that change or something along those lines.

Edited by Kin3ticX, 02 December 2013 - 01:20 AM.


#48 YueFei

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Posted 02 December 2013 - 01:19 AM

Halve the damage, double the number of shells, and have all the shells drop within 3 or 4 seconds, instead of dropping 1 per second. Real artillery is fired to "time on target" so it all arrives at once.

Halving the damage and doubling the number of shells makes it more consistent while avoiding having lucky shells that cripple mechs or even kill them outright with headshots.

#49 CravenMadness

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Posted 02 December 2013 - 02:38 AM

Actually, I take them in my light mechs all the time and regularly lose c-bills at the end of the match because of it. All arti and air-strike are for, is scattering that pinche **** death-ball waltzing around the battle field going in a big circle to the right and shooting acs at everything that peeks around a corner.

80k in c-bills worth of consumables, compared to 60k in c-bills worth of earnings. It's a money sink.

Usually I die right after placing the strike in a good spot, but generally after the death-ball scatters from the smoke and flash they get while killing me as I circle my own smoke the rest of the team manages to pick them off and I average about 200-300 damage at the end of a consumable rush even after being alive for about 3 or 4 minutes.

It's hilarious watching my team drop three or four smoke bombs on a death ball in a row, and they still don't scatter because they're busy chasing the squirrel (me usually) and then they don't seem to understand how they died when the rest of the team mops up the softened targets and I manage six assists.

#50 KharnZor

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Posted 02 December 2013 - 02:41 AM

This is good, we needed a new flavor as LRM's taste like boiled shoe.

#51 Chemie

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Posted 02 December 2013 - 04:29 AM

PGI will continue to ensure any MC consumables are buffed such that everyone uses them

coolant flush; strikes etc are either CB sink or MC generator.

#52 Joseph Mallan

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Posted 02 December 2013 - 04:36 AM

View PostMcchuggernaut, on 01 December 2013 - 02:41 PM, said:

After the air and artillery strikes got a buff, I'm seeing a lot of them. I watched an unwary Spider get owned just a few matches ago by one, and almost died laughing as he cursed on the chat and his body rolled awkwardly down off the ridge he had been hiding on whilst sniping at my teammates. All my considerable mirth aside, I have some questions I want to find answers to about the mechanics of air and arty strikes:

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!

View PostKhobai, on 01 December 2013 - 02:44 PM, said:

not sure why pgi thought it was a good idea to go from 10 damage to 40 damage in one patch.

When most other devs balance their games they do incremental buffs. they dont just jack up damage 4 times in one patch.

True 40 does seem steep, Long Toms do 20 each or IIRC 25 using advanced rules. However if my enemy uses a weapon like arty I normally see smoke and can back out of the blast radius before the boom. So the 40 is most often wasted.

#53 OneEyed Jack

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Posted 02 December 2013 - 05:42 AM

View PostKin3ticX, on 02 December 2013 - 01:16 AM, said:

2nd. The Improved Artillery upgrade should only decrease its area of bombardment. The 2nd support module nobody uses, (artillery accuracy), should be reprogrammed to (double artillery) and THIS module should double the number of shells.

I would be very happy with that change or something along those lines.

So... instead of having one make the area smaller, and the other increase the number of shells.....

we should have one increase the number of shells, and the other make the area smaller? :P

That would make you happy, would it?

Edited by OneEyed Jack, 02 December 2013 - 05:43 AM.


#54 Tekadept

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Posted 02 December 2013 - 06:06 AM

Maybe arty should be changed to this to make the peeps happy
Posted Image

#55 Nehkrosis

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Posted 02 December 2013 - 06:17 AM

THIS IS RUMOUR CONTROL; HERE ARE THE FACTS!

(Alien 3 anyone? :P)

Seriously, though, calm the fup down people, there fine.

They absolutely nver do 400 damage.
Have mine Improved and even getting good deployments dosnt guarantee huge damage.

Further more, is a giant big red plume of smoke not enough of a warning? granted you can deploy one right behind a group of dudes, but then, your not hitting them super-accurately.

Fotm, me hole.

Edited by Nehkrosis, 02 December 2013 - 06:17 AM.


#56 Kin3ticX

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Posted 02 December 2013 - 06:26 AM

View PostOneEyed Jack, on 02 December 2013 - 05:42 AM, said:

So... instead of having one make the area smaller, and the other increase the number of shells.....

we should have one increase the number of shells, and the other make the area smaller? :P

That would make you happy, would it?


Yes, it would. Like I said, the artillery support module should be the one that adds extra shells and not the improved artillery itself.

Edited by Kin3ticX, 02 December 2013 - 06:26 AM.


#57 Joseph Mallan

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Posted 02 December 2013 - 06:29 AM

View PostKin3ticX, on 02 December 2013 - 06:26 AM, said:


Yes, it would. Like I said, the artillery support module should be the one that adds extra shells and not the improved artillery itself.

As in the Modules get you a Long Tom instead of a Thumper Artillery piece?

#58 DEN_Ninja

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Posted 02 December 2013 - 06:53 AM

View PostJoseph Mallan, on 02 December 2013 - 06:29 AM, said:

As in the Modules get you a Long Tom instead of a Thumper Artillery piece?


Oh god can I has this instead? A few shells of long tom in a smaller radius. Yes, please.

While we are at it can we get some Arrow IV Modules...

And some inferno modules...

#59 Joseph Mallan

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Posted 02 December 2013 - 07:09 AM

View PostTichorius Davion, on 02 December 2013 - 06:53 AM, said:


Oh god can I has this instead? A few shells of long tom in a smaller radius. Yes, please.

While we are at it can we get some Arrow IV Modules...

And some inferno modules...
Mmmmmm Guided Arty Yum! :P

#60 Demos

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Posted 02 December 2013 - 01:48 PM

View PostKhobai, on 01 December 2013 - 03:22 PM, said:


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.

Nope, the average player maybe make 400 damage, but his damage output is higher.
Arty has a damage output of 400, the damage done will be (significantly) lower.





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