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Time To Nerf Arty / Airstrike


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#1 Villz

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Posted 18 December 2013 - 03:57 PM

http://imgur.com/a/dn0mg

All this happened within a 24 hr period .....

Key points

* Boars Head Brawler doing over 1100 dmg in 2mins 30sec

* 3ppc gauss highlander doing over 1550 dmg in 4 mins

* Double kill arty strikes >.> (I out played them?)

Edited by Villz, 18 December 2013 - 08:07 PM.


#2 xCico

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Posted 18 December 2013 - 04:01 PM

ggclosed

#3 Mcgral18

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Posted 18 December 2013 - 04:16 PM

My only issue with them is the 40 pinpoint damage, which could be changed to 20 bombs each doing 20 damage, and slightly increasing the cooldown, maybe to 15 seconds.

They pack a punch, which they should, and used effectively will turn the tide, or at least fend off the other team.

#4 Villz

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Posted 18 December 2013 - 04:18 PM

View PostMcgral18, on 18 December 2013 - 04:16 PM, said:

My only issue with them is the 40 pinpoint damage, which could be changed to 20 bombs each doing 20 damage, and slightly increasing the cooldown, maybe to 15 seconds.

They pack a punch, which they should, and used effectively will turn the tide, or at least fend off the other team.

Somehow i dont feel being able to do more than most players avg damage with a single unlimited range no lock on consumable seems like a good balance point ......

#5 Mcgral18

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Posted 18 December 2013 - 04:26 PM

View PostVillz, on 18 December 2013 - 04:18 PM, said:

Somehow i dont feel being able to do more than most players avg damage with a single unlimited range no lock on consumable seems like a good balance point ......


Is it any worse than the pinpoint meta we currently have?

Although there were some nice idea about having to use TAG and NARC to call in an arty or air, which would be nice enough. Or even using the Command Console...not sure about that one.

#6 Sindor Nex

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Posted 18 December 2013 - 04:41 PM

I dont think the different air strikes should be changed because they only just got some love. Never mind the fact that these type of attacks are supposed to be powerful just like in lore and real life, But with that said i also think that the red smoke is ridiculous for the kind of tech we are suppose to be at in the year 3050.

Don't forget guys that these attacks are only op if you get a head shot and they dont happen that often because the strikes arent pinpoint. Stop complaining and trying to make this game into a Call Of Duty. You have many ways of taking less damage. You have this huge cloud of red smoke that lets you know one is coming and they give 6 seconds before it hits. Also you only get 10 dmg from splash. Chances of being hit directly is slim. Mabie if people had more map awareness and stopped trying to play this game like call of duty then you would do better. Most strikes dont even come close to me because i am always aware of my surroundings which gives me enough time to get out of the way and if i do get hit its usually only a little splash dmg or bc someone was skilled enough to place it just right.

#7 Profiteer

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Posted 18 December 2013 - 05:34 PM

The cool down is the problem.

Should be at least 30 seconds.

#8 SirLANsalot

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Posted 18 December 2013 - 05:46 PM

The damage they do and the AoE....are still laughable at best. Plus, yes these things DO use massive ordinance, not some piddly AC 20 round, these things are lobbing Long Toms at you, or dropping them. They should hurt MORE, and the cooldown is JUST fine as it is, I am happy to finally see these things getting used at long last.

#9 Asmudius Heng

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Posted 18 December 2013 - 06:00 PM

Arty needs to have 2 types I reckon.

Heavy artillery - same area of effect, same damage, slightly fewer shells though, same drop time.

Light artillery - larger area, small damage, lasts twice as long.

Heavy would be to hurt enemy mechs. Great for smashing those fatty assaults or hitting an enemy from behind unawares.

Light is area denial. If you move its not going to do much, but if you stay it is going to nickel and dime you to death.

Light arty would be great to ouch people off a position just before your force pushes them while they are in disarray.

Air strikes could have a similar idea.

That's more modules, more skills to grind for it fits with what PGI want and gives tactical variety

#10 80sGlamRockSensation David Bowie

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Posted 18 December 2013 - 06:10 PM

Using artillery in pugs?

I too like to waste money. They are more useful in Comp Drops than Pugs. You can kill pugs with your own guns, you don't need artiliery to breakup a pug deathball or campers.

#11 Jman5

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Posted 18 December 2013 - 06:53 PM

I strongly disagree. If anything, we need more anti-bunching weaponry. Moving in a single ball is always going to be optimal in a non-respawning deathmatch mode unless there are strong AoE weaponry. Ideally, I would like legitimate weapon you could lob into a group, but in the mean time, it's better than nothing.

#12 Profiteer

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Posted 18 December 2013 - 07:14 PM

Posted Image

View PostJman5, on 18 December 2013 - 06:53 PM, said:

I strongly disagree. If anything, we need more anti-bunching weaponry. Moving in a single ball is always going to be optimal in a non-respawning deathmatch mode unless there are strong AoE weaponry. Ideally, I would like legitimate weapon you could lob into a group, but in the mean time, it's better than nothing.


Mortars. Yes please.

Edited by Profiteer, 18 December 2013 - 07:16 PM.


#13 Villz

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Posted 18 December 2013 - 08:04 PM

So basically they put in some moronic ghost heat system to prevent 40 pinpoint alphas....

* Community cheers thinking it would liberate themselves from being dv8coptered (that didnt work out real well as they get "ggclosed" instead)

* 2 Consumables come into the game working by dropping 40 pinpoints and getting rng headshots

I feel at this point this community doesn't even want a balanced game just a mesh of rng and instagibs so they can delude themselves into thinking they aren't bad.

Whatevs

>.>

EDITED INTO OP - KEY POINTS.

Edited by Villz, 18 December 2013 - 08:05 PM.


#14 Alex Warden

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Posted 18 December 2013 - 11:15 PM

i am all for increasing the cooldown to 3 minutes (in 12vs12) and maybe nerfing the damage again... it´´s just simply WRONG that a MODULE has the ability to decide a match that much...

i don´t care about "bah get cover" or what ever defense arguments you may come up with... it HAS the ability, and that´s simply not cool...

btw, experience between 12vs12 and random matches may differ alot...

Edited by Alex Warden, 18 December 2013 - 11:24 PM.


#15 Deathlike

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Posted 18 December 2013 - 11:21 PM

Arty+Airstrikes EVERYWHERE in serious 12-mans.

It'll truly get worse once 12-mans get merged back into the public queue.

#16 Funkadelic Mayhem

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Posted 18 December 2013 - 11:25 PM

NO!
Even the slowest mech has the time to get out of arty/strike. At the very least they have the time to get out of the center of it. No one gets hit with every projectile even if they are standing still.

#17 Deathlike

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Posted 18 December 2013 - 11:38 PM

View PostFunkadelic Mayhem, on 18 December 2013 - 11:25 PM, said:

NO!
Even the slowest mech has the time to get out of arty/strike. At the very least they have the time to get out of the center of it. No one gets hit with every projectile even if they are standing still.


I looked into this and that's not the case. If you use the properly upgraded versions, their descriptions suggest you get 4 seconds get the heck out of the way. The thing is, a well placed one doesn't give you much time to move EVEN while you are at top speed in an Assault. I don't feel that bad for assaults (they are slow, so getting out of the way is natural), but since I drive lights and notice the smoke, your reaction time isn't actually enough when the payout gets to its locations.

Edited by Deathlike, 18 December 2013 - 11:38 PM.


#18 Jman5

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Posted 18 December 2013 - 11:47 PM

View PostAlex Warden, on 18 December 2013 - 11:15 PM, said:

i am all for increasing the cooldown to 3 minutes (in 12vs12) and maybe nerfing the damage again... it´´s just simply WRONG that a MODULE has the ability to decide a match that much...

i don´t care about "bah get cover" or what ever defense arguments you may come up with... it HAS the ability, and that´s simply not cool...

btw, experience between 12vs12 and random matches may differ alot...

The game needs more conventional ways to break up entrenched groups of mechs. It's even more important now that there is a Death match mode where teams can hole up in some super defensible corner of the map and never move. Now if PGI added some sort of grenade, mortar or alternative bombardment weapon, I'd be happy to see the consumables go. However there are no weapons that come close to filling that role.

Every other game has weapon system like these. Most shooters have grenades or rocket launches, or some form of AoE cluster-buster. I'm uncertain why PGI has failed to develop a weapon like that because it's put artillery/airstrike into this weird place. What's even weirder is that the Long Tom Artillery cannon is in the XML file, so they were obviously planning on making it initially.

#19 Alex Warden

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Posted 18 December 2013 - 11:55 PM

View PostFunkadelic Mayhem, on 18 December 2013 - 11:25 PM, said:

NO!
Even the slowest mech has the time to get out of arty/strike. At the very least they have the time to get out of the center of it. No one gets hit with every projectile even if they are standing still.


not true... even if we IMMEDIATLY see it and shout a warning, it happens often enough that one or 2 mechs might lose half their weaponry, and too often to talk bad luck ... or one might even lose a sidetorso and thus an engine kill... or even a headshot... in 12 vs 12 that can already be the decission of the match... sure doesn´t happen every time, but often enough to call it an issue... simply put, that module has a too heavy influence on the gameplay... matches shouldn´t be decided by modules, those should be support, nothing more

(and yes, getting rid of them would be my favored solution, i´m with jman on that one... but as that won´t happen, i call for the nerfbat)

Edited by Alex Warden, 18 December 2013 - 11:59 PM.


#20 Villz

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Posted 19 December 2013 - 12:50 AM

View PostSindor Nex, on 18 December 2013 - 04:41 PM, said:

I dont think the different air strikes should be changed because they only just got some love. Never mind the fact that these type of attacks are supposed to be powerful just like in lore and real life, But with that said i also think that the red smoke is ridiculous for the kind of tech we are suppose to be at in the year 3050.

Don't forget guys that these attacks are only op if you get a head shot and they dont happen that often because the strikes arent pinpoint. Stop complaining and trying to make this game into a Call Of Duty. You have many ways of taking less damage. You have this huge cloud of red smoke that lets you know one is coming and they give 6 seconds before it hits. Also you only get 10 dmg from splash. Chances of being hit directly is slim. Mabie if people had more map awareness and stopped trying to play this game like call of duty then you would do better. Most strikes dont even come close to me because i am always aware of my surroundings which gives me enough time to get out of the way and if i do get hit its usually only a little splash dmg or bc someone was skilled enough to place it just right.

Theres no skill about RNG and consumables that 1shot people are what i think most would consider to be f#$%n ********?
(Perhaps making it do constant small damage splash
over a larger area.. like 30 projectiles over the whole area in 3 waves that did 10 dmg each with bigger splash...)
Making it more consistant and to serve a function / purpose is preferable to the current rng fest dice roll aka not skillful.

Personally i'd like to see them being as such that it required a command console to call them in from a map down POV, have it be a stacking thing so the more people on the team that had it the more volleys came into the same area (spread apart according to balance),

Edited by Villz, 19 December 2013 - 01:19 AM.




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