Artillary Strikes Are Pretty Much Out Of Control
#1
Posted 10 December 2013 - 09:20 PM
#2
Posted 10 December 2013 - 09:23 PM
#3
Posted 10 December 2013 - 09:26 PM
#4
Posted 10 December 2013 - 09:54 PM
#5
Posted 10 December 2013 - 10:11 PM
I like that theyre useful now, thats why people take them. They do decent damage, and the explosion fx look better now. Generally i move when i see the smoke. Prior to these changes, i wouldnt care and ignored them. If theres a global CD on them also, theres not much too complain about, theyre in a good balance imo.
#6
Posted 10 December 2013 - 11:15 PM
For perspective, if you feel strikes aren't powerful or something. Your average premade team will be taking 4 consecutive minutes of strikes (9,600+ damage) occurring at 10s intervals. Each team will do this or it will lose the match. Their power is indisputable and teams without them lose games. Strikes soften up opponents, create weak points to exploit, and have 10 shots with the potential to OHKO for early game advantages.
In a pug match strikes are pretty balanced. They're strong but aren't used often/en masse because players are grinding/saving on money. They're rare because they're expensive. At my general pug play, which is usually vets who don't have money issues, I'd say I only see ~10-20 strikes per match. It's very manageable, and spacing out those strikes won't cause any real issues.
Edited by Selfish, 10 December 2013 - 11:16 PM.
#7
Posted 11 December 2013 - 04:47 AM
I went left on terra therma with my lance. When we get to the site to cap of course the 3 camp-warriors on my team all stop and stay just out of sight behind a hill in typical meta fashion. I looked and it was only two mechs and both smaller than me at the cap point so, I said I don't need those cowards anyway. All I need to do is keep the two people lined up so one can't shoot without hitting his teammate. Now I'm fighting two people at once by myself for a bit and some ***** on my team decides the best thing to do is to drop an airstrike on the cap point behind me that I can't even see.
People in this game aren't smart enough to even use them properly. They need to add a rank requirement to them so you can only use them with a specific number of hours played or similar.
#10
Posted 11 December 2013 - 06:33 AM
I really think MWO is the only MW game where at one point, the Flamers, MGs or Spider mechs were overpowered. Its like comparing a Smart to a F1 racing car and seriously saying that the Smart is overpowered...
Edited by Rushin Roulette, 11 December 2013 - 06:34 AM.
#11
Posted 11 December 2013 - 07:05 AM
I enjoy the creative ways players have come up with to trick others into walking into air/artillery strikes.... even if I am on the receiving end.
All these strikes have made me realize I have become too dependant on thermal vision to see through haze or smoke. Certain maps, such as River City (day), I used to forget and play the entire match with it on. With all these strikes, I have learned to not do that.
#12
Posted 11 December 2013 - 07:05 AM
All that to say, their suppression value seems more important than their damage value.
#13
Posted 11 December 2013 - 07:11 AM
#14
Posted 11 December 2013 - 07:17 AM
Incidentally, I've been hit by Arty (smoke was behind me) and went from no damage to all armor points dark yellow and survived. it sucks, but you just have to make it work.
Edited by MnDragon, 11 December 2013 - 07:20 AM.
#15
Posted 11 December 2013 - 07:18 AM
If your in a blob, someones going to be dropping one.
#16
Posted 11 December 2013 - 07:19 AM
#17
Posted 11 December 2013 - 07:20 AM
Learn to coordinate and break up into strike teams. Arty's are the answer to the mindless ball up and push forward with your entire company.
#18
Posted 11 December 2013 - 07:30 AM
#20
Posted 11 December 2013 - 07:59 AM
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