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New Spawn Points & Artillery/air Strikes - Terrible


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#141 Mystere

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Posted 06 December 2013 - 12:42 PM

View Post3rdworld, on 06 December 2013 - 12:36 PM, said:

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.


Here's the rub. Getting killed by artillery or air strikes is not a 100% guarantee. It requires a combination of good placement, good timing, and a whole bit of luck.

And as I have said earlier, requiring TAG is the best suggestion I have read so far. Everything else I have seen are just calls for a nerf.

#142 3rdworld

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Posted 06 December 2013 - 12:46 PM

View PostMystere, on 06 December 2013 - 12:42 PM, said:


Here's the rub. Getting killed by artillery or air strikes is not a 100% guarantee. It requires a combination of good placement, good timing, and a whole bit of luck.

And as I have said earlier, requiring TAG is the best suggestion I have read so far. Everything else I have seen are just calls for a nerf.


:Insert Command Consule joke here:

TAG may not be a bad option. It would limit the current beast of the game the Highlander from doing it, and would make you have some form of tradeoff in order to use it. As well as reduce the range to 750. Anything that makes them more difficult to launch could work great. Right now it is no issue at all to fire them.

Not sure if that would be enough, but I wouldn't be against trying it. Would still like to see them not be able to headshot mech ala missles.

Edited by 3rdworld, 06 December 2013 - 12:50 PM.


#143 BillyM

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Posted 06 December 2013 - 12:50 PM

Make the artillery smoke module launch from a narc launcher!

--billyM

#144 Mystere

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Posted 06 December 2013 - 12:56 PM

View PostBillyM, on 06 December 2013 - 12:50 PM, said:

Make the artillery smoke module launch from a narc launcher!

--billyM


I have a problem with the NARC's 450m range. That is why I prefer someone's suggestion of requiring TAG.

If forced to use NARC, I might as well practice being a suicide bomber. :D :huh: ^_^

Increasing the damage to 80 would help too ( :D) ... remember, I did say suicide bomber.

Edited by Mystere, 06 December 2013 - 12:58 PM.


#145 Kjudoon

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Posted 06 December 2013 - 12:59 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.


I sense hidden motive to protect the game flaw. Sort of like bad pilots loving assault spiders because they kill better than mechs 5 times their weight and exploiting a hardware flaw.

#146 Mystere

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Posted 06 December 2013 - 01:02 PM

View PostKjudoon, on 06 December 2013 - 12:59 PM, said:

I sense hidden motive to protect the game flaw. Sort of like bad pilots loving assault spiders because they kill better than mechs 5 times their weight and exploiting a hardware flaw.


Then you are wrong.

I also suggest you drop this line of thinking lest you get a taste of your own medicine ...


<sound of cracking whip>
Don't make Mistress Mystere angry.
You wouldn't like Mistress Mystere angry.
<sound of cracking whip>

Edited by Mystere, 06 December 2013 - 01:09 PM.


#147 Kjudoon

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Posted 06 December 2013 - 01:17 PM

View PostMystere, on 06 December 2013 - 01:02 PM, said:


Then you are wrong.

I also suggest you drop this line of thinking lest you get a taste of your own medicine ...


<sound of cracking whip> Don't make Mistress Mystere angry. You wouldn't like Mistress Mystere angry. <sound of cracking whip>


I may be wrong with the covert motivation, this is true. Of course a nerf is a nerf, and Arty is currently too consequence free for use altering the game in bad ways. I want balance in the game above all. Right now arty/air is too cheap or too frequent. The damage is fine.

Oh, FYI... I don't sub and not intimidated by a strong woman. I also know how to handle a 12 foot blacksnake whip as well. A man of many talents, strong intellect and will. :D


:D Not me but cool^^^

Edited by Kjudoon, 06 December 2013 - 01:17 PM.


#148 Mystere

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Posted 06 December 2013 - 03:50 PM

View PostKjudoon, on 06 December 2013 - 01:17 PM, said:

I may be wrong with the covert motivation, this is true. Of course a nerf is a nerf, and Arty is currently too consequence free for use altering the game in bad ways. I want balance in the game above all. Right now arty/air is too cheap or too frequent. The damage is fine.


Well, the best suggestion so far is to require TAG. Some of the other suggestions, like command console or NARC, are a bit too limiting.

View PostKjudoon, on 06 December 2013 - 01:17 PM, said:

Oh, FYI... I don't sub and not intimidated by a strong woman. I also know how to handle a 12 foot blacksnake whip as well. A man of many talents, strong intellect and will. :D


You're not intimidated by someone like this?

Posted Image

I sure am.

View PostKjudoon, on 06 December 2013 - 01:17 PM, said:


:ph34r: Not me but cool^^^


Lame. See above picture again. :blink: :lol: :lol:

Edited by Mystere, 06 December 2013 - 03:51 PM.


#149 Kjudoon

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Posted 06 December 2013 - 04:44 PM

Nope. Nice boots and obvious hard work on the body though. :D If actually you kudos indeed, for it is an attractive photo. . I though the whip demonstration was fun and whimsical. :lol: None of the combat demos were any good so. The point of requiring TAG is good as it deprives an energy hp and half ton. But since it is still 3 times more powerful and 2/3rds the cost of a tom of ssrms... it needs balancing. That math still didn't change regardless of how much she could bench or hard she can punch. the issue is with math.

Of course if I did feel intimidated or scared for .my safety and I dont see a reason yet, I do have methods of defending myself. Lol :blink:

Edited by Kjudoon, 06 December 2013 - 07:52 PM.


#150 VVOODDOO

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Posted 08 December 2013 - 05:57 AM

Hy PGI,

please thik about another new possibility....

I'am sure, you could develop the game to a higher level to get more action. :)

-> Our famous "MECH READY LIST" is useless!

--> Everbody could respawn with new Mecs, it would be negate a little bit the closer spawn points i'am absolutely sure! :ph34r:

---> And if it's not enough action, you could handle it with the respawn time. Always a good choise. <_<

----> If all of this changes goes fail, the OUT OF BOUNCE area could be much more LARGER than now. :lol:


But, if all of this changes...
doesn't help... i'am sure you will find a solution.
if not, doesn't matter

->Better all of us playing another FIRST PERSON SHOOETR


Aye, i'am pissed off :excl:

Edited by VVOODDOO, 08 December 2013 - 05:59 AM.


#151 Mudhutwarrior

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Posted 08 December 2013 - 06:20 AM

If I wanted a woman like that I think I would really be into men. :)

#152 Sir Wulfrick

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Posted 08 December 2013 - 06:32 AM

The more MWO I play the more I think that giant maps could be a significant part of The Answer ™. Having maps about 5-10 x the size of Alpine would offer all sorts of benefits:

1. Scouting and reconnaissance would be absolutely mandatory, thus massively expanding the role of a load of hitherto under-performing light mechs. Add in increased XP bonuses for actual spotting and you give those light mechs like the Raven a reason to exist, rather than forcing them in to the direct-strike role they have to currently inhabit.

2. Artillery & air strikes? Cool, very useful tools, except that a team couldn't possibly cover enough of the map to spam them. Ergo, they'd have to be reserved for use in tactically useful times and places. At that point, working as intended.

3. Increased popularity of Medium mechs. Having huge maps that would essentially force team work between remote lances would promote the use of highly mobile medium chassis. Manuevre warfare, just like Battletech envisaged.

4. Heavy and assault mechs would still have a role, however they would be totally reliant on scouting forces and medium harassers to funnel enemy forces in to kill zones. Again, working as envisaged.

The size of most of the current maps is more or less what I'd expect for an arena deathmatch type game where the only useful tactic is for each side to directly hammer away at each other. For a more sophisticated, and dare I say it teamwork-promoting style of game play, we need bigger maps. MUCH bigger maps.

I do have my doubts however as to whether the Crye engine is capable of doing that sort of thing. I still think PGI should have gone with the Unreal engine, but that ship sailed...

#153 Damia Savon

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Posted 08 December 2013 - 06:32 AM

Love the new spawn points because it does put people at risk. It is the same problem for BOTH sides. It is causing issues now because it is still new. Give it another week and most players will have adapted just fine.

And I love the buffed strikes as well. If you concentrated too tightly, like oh. "lets all crowd around the ECM" then you deserve to get blasted. As an LRM pilot, I love blasting the groups that so easily shutdown my main weapon.

It makes capping on your own risky, especially by lights at the start of a match. You wanna be that lone locust trying for a cap win? Guess what, you might get blown to heck.

All you want to do is snipe from the top of a peak in tourmaline? A well placed strike can deal with that.

You want to just poptart? A good strike can catch you behind that hill.

Both modules help balance out the sometimes huge imbalances of the matchmaker. A well placed strike can soften up all those assaults on one side.

Besides, both strikes are available to BOTH sides. If people do not want to take them then that is a choice.

I've yet to see a match utterly dominated by either strike. If you spread out just a little then most of the strike misses. Outright kills are still pretty rare. Sorry if your atlas, with its ridiculously small head hit box, happens to get nailed, then add more armour to it. As a catapult driver, my heart does not bleed for you. It is far easier for an arty strike to headshot me than you.

Both strikes work best either on cap sites or on choke points. They can punish all the tactics that people complain and whine about all over the place on these forums. If you are out in the open in large maps like apline peaks they are pretty useless because it is easy to spread out. In smaller maps, there is plenty of cover to protect you. You just have to pay attention for the obvious smoke and then move. You still have a few seconds to move out of place.

As for so much being random, some things need fixed while other things are just fine. I hate to tell you but the real world is full of random stuff happening. Will a shot hit just right and detonate your ammo? You bet it will. Entire battles have changed because a lucky shot killed the enemy's HQ. The toughest warships have blown up or were heavily damaged because a shot just hit the right spot.

In our beloved Battletech, the Clan invasion halted for a year because Tira Miraborg just happened to ram her fighter into the bridge of a WarShip and it happened to be the one with the Clan iKhan on it and it happened to kill him.

I feel no pity that your ultra competitive 12 man premades suffer from random poundings that defeat all your carefully planned compositions and tactics. No plan survives contact with the enemy.

Adapt or die.

#154 KharnZor

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Posted 08 December 2013 - 06:41 AM

View PostBillyM, on 06 December 2013 - 12:50 PM, said:

Make the artillery smoke module launch from a narc launcher!

--billyM

We should kick this idea around a bit more and see where it leads. There's potential for something interesting

#155 Mudhutwarrior

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Posted 08 December 2013 - 06:46 AM

Nerf warriors. Leave it alone its fine.

#156 KharnZor

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Posted 08 December 2013 - 06:52 AM

View PostMudhutwarrior, on 08 December 2013 - 06:46 AM, said:

Nerf warriors. Leave it alone its fine.

Hey.....stop doing that. :ph34r: :)

#157 Damia Savon

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Posted 08 December 2013 - 07:27 AM

View PostThorqemada, on 06 December 2013 - 11:22 AM, said:

Adaption to flawed or bad gamemechanics does not make a good/healthy game...


Listening to people whine, stomp their feet, act like children and so forth so anything that limits their ability to be a superduper mech hero is not good for the game.

THAT is what we have right now.

#158 Damia Savon

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Posted 08 December 2013 - 07:35 AM

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.

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).


Stop playing in boring 12 man premade matches. Experience the joy of the pug:

1) Weird and fun weapon loads that people *like* rather that what is just the best at any given moment.
2) Mechs of all kinds that you never see in ultra competitive matches because they cannot be min-maxed to death.
3) People employing all types of tactics, rather than just a couple that everyone whines about.
4) The sheer randomness that is war and not the unrealistic and overly planned competitive match. "Omg gawdz, we did not get all our snipers to D3 fast enough.. all is lawzd.. "

Frankly, most of the complaining I see on these forums is from super competitive, win at all costs, ultra planned 12 person pre-made competitive players who want everything utterly predictable so they can plan everything they do to the most minute detail.

YAWN

#159 Damia Savon

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Posted 08 December 2013 - 07:41 AM

View PostMystere, on 06 December 2013 - 03:50 PM, said:


You're not intimidated by someone like this?

Posted Image




Yummmmmmmmmmmmmmmmmm. Now that is just teasing.

#160 Livewyr

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Posted 08 December 2013 - 08:00 AM

Artillery Idea: (something that makes a bit more sense to me)

Artillery launched on the battlemap (point and click)
"Travel time" increased from 4 to 8 seconds.
Smoke replaced with Universal warning: "Indirect fire detected" (Precedent in current technology.)
Global Cool-down increased from 4 seconds to 10 seconds.

Airstrikes can remain the same, as they make sense with smoke marking the target, but still a Universal Warning of incoming aircraft.





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