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New Spawn Points & Artillery/air Strikes - Terrible


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#121 3rdworld

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Posted 06 December 2013 - 12:03 PM

View PostJoseph Mallan, on 06 December 2013 - 11:57 AM, said:

And yet I have been killed by arty once. even though I see it at least 3 times a game for two weeks. Yet M Victor Head capped a Mech almost every game.


You see 3 whole arts a game? Wowsers, you would have to be an expert then.

Play some 12s, see a 20 or more a game, then come back to this topic.

Tell ya what. I will even PM you our TS info, and you can drop in some proxis matches with us (lowest compeition currently available).

Edited by 3rdworld, 06 December 2013 - 12:04 PM.


#122 Mystere

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Posted 06 December 2013 - 12:04 PM

View Post3rdworld, on 06 December 2013 - 11:54 AM, said:

No, they became too effective when you nerf competing modules, and buff their damage to the point they can leg a highlander in a single strike or headshot any mech in the game.


Exactly which module competing with artillery and air strikes was nerfed? I would really like to know.

With regard to Highlanders being legged or head shot, I say tough! Tigers and Panthers were destroyed by Russian artillery during the Battle of Kursk. Why should mechs be immune to such fate? :D

Edited by Mystere, 06 December 2013 - 12:08 PM.


#123 Joseph Mallan

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Posted 06 December 2013 - 12:04 PM

View Post3rdworld, on 06 December 2013 - 12:03 PM, said:


You see 3 whole arts a game? Wowsers, you would have to be an expert then.

Play some 12s, see a 20 or more a game, then come back to this topic.

Would love to but the Law is killing Jedi right now... See that is how art is suppose to be thrown at an opponent. fire a few times for Dope, then fire for effect.

We are playing a combat game right?

Edited by Joseph Mallan, 06 December 2013 - 12:05 PM.


#124 3rdworld

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Posted 06 December 2013 - 12:10 PM

View PostMystere, on 06 December 2013 - 12:04 PM, said:


Exactly which module competing with artillery and air strikes was nerfed? I would really like to know.

With regard to Highlanders being legged or head shot, I say tough! Tigers and Panthers were destroyed by Russian artillery during the Battle of Kursk. Why should mechs be immune to such fate? :D


Seismic.... are you purposefully trying to be thick?

And that is RL, this is a game and not even a simulator. Do you see the difference?

View PostJoseph Mallan, on 06 December 2013 - 12:04 PM, said:

Would love to but the Law is killing Jedi right now... See that is how art is suppose to be thrown at an opponent. fire a few times for Dope, then fire for effect.

We are playing a combat game right?


Lol. so you admittedly do not have the experience with which to base an accurate opinion on the strength of consumables, yet continue to spout it.

Cool.

Ya, and like most games it requires a semblance of balance, of which the current implementations of Arty & Air do not qualify.

#125 Mystere

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Posted 06 December 2013 - 12:11 PM

View Post3rdworld, on 06 December 2013 - 12:08 PM, said:

Seismic.... are you purposefully trying to be thick?


No, it was an honest question. And now that you mentioned it, how does seismic compete with artillery?


View Post3rdworld, on 06 December 2013 - 12:08 PM, said:

And that is RL, this is a game and not even a simulator. Do you see the difference?


What is so bad about adding a bit of realism to a non-simulation game?

Edited by Mystere, 06 December 2013 - 12:13 PM.


#126 3rdworld

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Posted 06 December 2013 - 12:13 PM

View PostMystere, on 06 December 2013 - 12:11 PM, said:


Nope, I really didn't know. In fact, how does seismic compete with artillery?




What is so bad about adding a bit of realism to a non-simulation game?


Module slots. am I being trolled?

Because it isn't balanced......

#127 Joseph Mallan

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Posted 06 December 2013 - 12:14 PM

View Post3rdworld, on 06 December 2013 - 12:08 PM, said:

And that is RL, this is a game and not even a simulator. Do you see the difference?
Its a war/combat game not Final Fantasy.... See the difference? on TT I could have 4-10 Art cannons off map raining pain in 20-25 point pops all at once with over lapping blast radius and everything. I've seen assault lances dissolve in a flash (one turn), ever seen what a Peacekeeper can do to a tabletop? My players wanted to take on the Word of Blake, They played it smarter after being hit with one.

#128 3rdworld

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Posted 06 December 2013 - 12:16 PM

View PostJoseph Mallan, on 06 December 2013 - 12:14 PM, said:

Its a war/combat game not Final Fantasy.... See the difference? on TT I could have 4-10 Art cannons off map raining pain in 20-25 point pops all at once with over lapping blast radius and everything. I've seen assault lances dissolve in a flash (one turn), ever seen what a Peacekeeper can do to a tabletop? My players wanted to take on the Word of Blake, They played it smarter after being hit with one.


Lol. This isn't TT. But thanks for trying.

#129 Mystere

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Posted 06 December 2013 - 12:18 PM

View Post3rdworld, on 06 December 2013 - 12:13 PM, said:

Module slots.


That does not make sense to me. As such, please explain.

Also, I used to run both seismic and artillery. But just for kicks, since the last weekend I decided to drop seismic in favor of air strikes just to compare it's effectiveness to artillery. But, it is my every intention to add seismic again when I get a third slot after mastering my Phoenix Battlemaster, which will be real soon now.


View Post3rdworld, on 06 December 2013 - 12:13 PM, said:

am I being trolled?...


Not at all.

#130 Almond Brown

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Posted 06 December 2013 - 12:19 PM

View Post3rdworld, on 06 December 2013 - 11:37 AM, said:


Because it is too effective. It is a module capable of killing any mech in the game.


Never been killed by one. Been in and around "smoke" quite a few times too. As noted, if anyone is getting killed "every time" smoke appears they are either "very unlucky" or "simply BS'ing" to push their agenda.

#131 Mystere

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Posted 06 December 2013 - 12:19 PM

View PostJoseph Mallan, on 06 December 2013 - 12:14 PM, said:

Its a war/combat game not Final Fantasy.... See the difference? on TT I could have 4-10 Art cannons off map raining pain in 20-25 point pops all at once with over lapping blast radius and everything. I've seen assault lances dissolve in a flash (one turn), ever seen what a Peacekeeper can do to a tabletop? My players wanted to take on the Word of Blake, They played it smarter after being hit with one.


This one sounds ... EXITING!

#132 William Mountbank

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Posted 06 December 2013 - 12:20 PM

What do you think about the range of the arty strikes? From what I've seen you can drop them anywhere you can see, no matter how far away.

Also, I still don't like the new spawn points....
Posted Image

#133 3rdworld

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Posted 06 December 2013 - 12:21 PM

View PostAlmond Brown, on 06 December 2013 - 12:19 PM, said:


Never been killed by one. Been in and around "smoke" quite a few times too. As noted, if anyone is getting killed "every time" smoke appears they are either "very unlucky" or "simply BS'ing" to push their agenda.


Not everytime. But instant art deaths are quite prevalent in competitve play. To the point the entire match revolves around them instead of ...... mechs.

#134 Mystere

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Posted 06 December 2013 - 12:23 PM

View PostWilliam Mountbank, on 06 December 2013 - 12:20 PM, said:

What do you think about the range of the arty strikes? From what I've seen you can drop them anywhere you can see, no matter how far away.


Since it is dependent on the quality of the spotter's Mark 1 eyeballs, I have no problem with that.

#135 3rdworld

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Posted 06 December 2013 - 12:24 PM

View PostMystere, on 06 December 2013 - 12:18 PM, said:


That does not make sense to me. As such, please explain.

Also, I used to run both seismic and artillery. But just for kicks, since the last weekend I decided to drop seismic in favor of air strikes just to compare it's effectiveness to artillery. But, it is my every intention to add seismic again when I get a third slot after mastering my Phoenix Battlemaster, which will be real soon now.


Slots are limited. Nerfing seismic which used to be the most powerful module in the game, and then giving strikes a 400% buff, now they are the most powerful modules. You are limited in slots, which leads you to use consumables.

#136 William Mountbank

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Posted 06 December 2013 - 12:28 PM

View PostMystere, on 06 December 2013 - 12:23 PM, said:


Since it is dependent on the quality of the spotter's Mark 1 eyeballs, I have no problem with that.


I'm just wondering if a modification to make them short range might be worth considering. Then they're favoured for use by lights (or faster mechs), who can go on a deathrun to plant the marker - then lights have a fairly unique role and advantage, and strike have the disadvantage of requiring a deathrun. Just a thought on the mechanics of the thing, at least.

#137 Mystere

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Posted 06 December 2013 - 12:33 PM

View Post3rdworld, on 06 December 2013 - 12:24 PM, said:

Slots are limited. Nerfing seismic which used to be the most powerful module in the game, and then giving strikes a 400% buff, now they are the most powerful modules. You are limited in slots, which leads you to use consumables.


Thank for the explanation.

Having said that, I disagree. Seismic is always standard equipment for me, except since last weekend as mentioned earlier. I consider it one of the best modules out there. I have also never used consumables -- with the exception of artillery and air strikes -- precisely because they offer only one-time use.

#138 3rdworld

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Posted 06 December 2013 - 12:36 PM

View PostMystere, on 06 December 2013 - 12:33 PM, said:


Thank for the explanation.

Having said that, I disagree. Seismic is always standard equipment for me, except since last weekend as mentioned earlier. I consider it one of the best modules out there. I have also never used consumables -- with the exception of artillery and air strikes -- precisely because they offer only one-time use.


That is fine to have your own preferences on what modules you use or whatever equipment you want. I doubt a single one of our highlander pilots uses the same build.

Having said that, this doesn't have much to do with the discussion at hand. Which is how a module that can instantly kill any mech in the game could possibly be balanced. Specifically with 20 or more launched per match.

#139 Mystere

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Posted 06 December 2013 - 12:37 PM

View PostWilliam Mountbank, on 06 December 2013 - 12:28 PM, said:

I'm just wondering if a modification to make them short range might be worth considering. Then they're favoured for use by lights (or faster mechs), who can go on a deathrun to plant the marker - then lights have a fairly unique role and advantage, and strike have the disadvantage of requiring a deathrun. Just a thought on the mechanics of the thing, at least.


When playing a scout in one of my Spiders, my preferred spotting position is up high and/or far away, preferably behind enemy lines. As such, I would not look to kindly to such a requirement. Now if my Spider were given 1000 armor ... :D

But if such a requirement were to be made, well, be careful what you wish for. You might just see the rise of suicide bombers! :D

Edited by Mystere, 06 December 2013 - 12:38 PM.


#140 WarHippy

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Posted 06 December 2013 - 12:39 PM

View PostBlurry, on 05 December 2013 - 09:57 AM, said:

can we still have solo q.
And no the team with the greater tonnage wins and obviously those that have ground master and put in the special flavor of the month in the slot win.

SO again please can we separate the qs? for a team in voice and above it really is far superior and kills the game but who cares about solo pug players. they dont count and they dont spend money.

As an almost exclusively solo player I vote no.





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