The Damage Of Artillery/airstrikes Have To Stay, But Here Are Alternative Ideas
#41
Posted 30 January 2014 - 01:31 PM
--billyM
#42
Posted 30 January 2014 - 01:33 PM
BillyM, on 30 January 2014 - 01:31 PM, said:
--billyM
That's a neat idea.
#43
Posted 30 January 2014 - 01:37 PM
BillyM, on 30 January 2014 - 01:31 PM, said:
--billyM
I'm still trying to figure out how the smoke "magically" appears in this game. Space magic seems too all encompassing.
Edited by Deathlike, 30 January 2014 - 01:37 PM.
#44
Posted 30 January 2014 - 01:46 PM
WarHippy, on 30 January 2014 - 01:30 PM, said:
They have yet to fix the Gauss Rifle explosion message. Take that for what it's worth.
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It doesn't sound like you've ever participated in a league that has no restrictions. These things start to matter. If the mechanism overall was better balanced, I really wouldn't be complaining. I've gotten use to it, but I feel bad for the occasional freebie kill because of its existence. Meta compliance is not always fun.
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Well, that's a given, but it's not helping either.
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My sole and only problem is that if I take damage to the head (which has happened many times, but still rarely headshotting me), that I have zero means of preventing it (aka, no matter how much head armor I put on, I'm dead). Taking damage to cripple me (as in, massive damage to the legs/torsos/arms), I'm fine with. When I have no idea or no means of preventing the headshot, well, that's not exactly enjoyable. Sure, someone could alpha me in the head. I can deal with that begrudgingly.. at least it part of it was my fault. Remember, this game doesn't do respawning, so the mechanism is very unforgiving unlike games involving respawn.
People made the faulty assumption that it is preventable... if it is launched BEHIND me, how am I supposed to know of its existence... especially given the airstrike has a pretty fair radius it covers? Not every launched airstrike/arty is avoidable, so it's kinda silly to suggest that in the "more often than not" case where I can avoid it. It doesn't mean that I should start using a light... contrary to popular belief, I still take my fair share of damage while being in a light, while I have had very minimal time to react. Not all good launches of either module are created equal.
Edited by Deathlike, 30 January 2014 - 01:49 PM.
#45
Posted 30 January 2014 - 01:49 PM
For instance it starts at 15-20 dmg per shell, then after 1min on no Arty strikes it is back up to the full 40 dmg per shell. Give a reason to not just spam the {Scrap} out of it, while still being dangerous when used correctly.
#46
Posted 30 January 2014 - 01:52 PM
3rdworld, on 30 January 2014 - 01:49 PM, said:
For instance it starts at 15-20 dmg per shell, then after 1min on no Arty strikes it is back up to the full 40 dmg per shell. Give a reason to not just spam the {Scrap} out of it, while still being dangerous when used correctly.
That doesn't sound too bad, but you would need to color the indicators of the "damage" level of the airstrike/arty to consider timing of them (or put a number there, I dunno)
Edited by Deathlike, 30 January 2014 - 01:52 PM.
#47
Posted 30 January 2014 - 01:52 PM
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For instance it starts at 15-20 dmg per shell, then after 1min on no Arty strikes it is back up to the full 40 dmg per shell. Give a reason to not just spam the {Scrap} out of it, while still being dangerous when used correctly.
ghost artillery!
#48
Posted 30 January 2014 - 01:52 PM
Billy M's is probably the best solution it will still make Lights nasty as they can get behind you and still do a lot of damage with the strikes while preventing the poptarts or any thing in front of you from getting easy free damage but putting it just behind there target.
Deathlike. Other then my atlases(which I barely ever play) none of my mechs are slower then 70kph with speed tweak that is fast enough to get away from arty and air strikes if you can see the smoke or be right near the edge of the strike minimizing damage taken.
Edited by WKMitchell, 30 January 2014 - 01:59 PM.
#49
Posted 30 January 2014 - 01:56 PM
Edited by Khobai, 30 January 2014 - 02:01 PM.
#50
Posted 30 January 2014 - 02:02 PM
Khobai, on 30 January 2014 - 01:56 PM, said:
At this point, I'm convinced the Command Console will continue to be the long running 3 ton doorstop joke in MWO for 2014 and beyond.
#51
Posted 30 January 2014 - 02:03 PM
BillyM, on 30 January 2014 - 01:31 PM, said:
--billyM
...follow-up, the canister coming in at an angle could slide/bounce slightly along the ground when it hits depending on how far you tossed it, kicking up some dust and maybe a soft "tink tink tink" sound as it goes. Now, if a light sneaks up 50m behind you and tosses it 45m, he earned that, no noise no bounce, but from 400m+ that needs to be tough!
--billyM
#52
Posted 30 January 2014 - 02:06 PM
If they change it or not, I'm fine with it.
#53
Posted 30 January 2014 - 02:11 PM
DEMAX51, on 30 January 2014 - 02:06 PM, said:
That's not completely unreasonable, and that's what those of us have been essentially asking for.
#55
Posted 30 January 2014 - 02:14 PM
Deathlike, on 30 January 2014 - 01:46 PM, said:
They have yet to fix the Gauss Rifle explosion message. Take that for what it's worth.
Deathlike, on 30 January 2014 - 01:46 PM, said:
Deathlike, on 30 January 2014 - 01:46 PM, said:
Deathlike, on 30 January 2014 - 01:46 PM, said:
#56
Posted 30 January 2014 - 02:16 PM
Bhael Fire, on 30 January 2014 - 01:06 PM, said:
+1
Never been killed by arty or airstrike. Rarely ever hit by one, and when I'm hit I'm never damaged beyond yellow or maybe yellow-orange.
#57
Posted 30 January 2014 - 02:25 PM
Roadkill, on 30 January 2014 - 02:11 PM, said:
Sure, but that's a different discussion for a different thread (which spawns on its own like rabbits or something).
WarHippy, on 30 January 2014 - 02:14 PM, said:
I never said "it can't hit the head". I'm saying "it can't be an immediate death" because someone got really lucky to get a direct hit to the head.
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No, because the mechanic itself (the smoke rising from the targeted location) is technically already 2-3 seconds too late, since it is already in the midst of the launching process which is followed by the bombing of said location 2-3 seconds later. Unless the indicator was on the minimap IMMEDIATELY after the launch, perhaps you might have something there. Right now, the smoke is a "too late" indicator by definition (really, just time it, and you'd be surprised).
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At least with the smoke arc, you can at least figure out where you need to go, because you expect the bombing to promptly happen after the canister or whatever settles (or not) at its final/intended destination (with whatever the delay happens to be). I don't have a problem with that. I'm sure it'll suck if the thing bounces off your mech, but it's a far more acceptable solution.
#58
Posted 30 January 2014 - 02:40 PM
Deathlike, on 30 January 2014 - 02:25 PM, said:
Deathlike, on 30 January 2014 - 02:25 PM, said:
Deathlike, on 30 January 2014 - 02:25 PM, said:
#59
Posted 30 January 2014 - 02:42 PM
Deathlike, on 30 January 2014 - 02:25 PM, said:
Why?
Why is a random death by headshot to arty or airstrike any different than a random death to an ammo explosion or Gauss Rifle explosion? Or, for that matter, all of the random critical hits that occur in the game?
There's a ton of randomness in the game. It's not new with artillery and airstrikes. Even headshot deaths to direct fire are more randomness than anything else. I get headshot kills somewhat regularly, but I'm never actually aiming for the head when it happens. It just happens now and then.
#60
Posted 30 January 2014 - 03:03 PM
WarHippy, on 30 January 2014 - 02:40 PM, said:
When it's a direct hit to the head, it's gg close. Most of the time, it's of the "legs and torso" variety, which I'm fine with. I have been on the receiving end just as much as on the giving end. Yes, it's rare, but not something I look forward to. It's only worse with other mech cockpits which increase the chances of it (which is another related problem).
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I don't know how an IMMEDIATE audio cue by Betty FOLLOWED by an indicator on the minimap for the anticipated location is not foolproof.
Roadkill, on 30 January 2014 - 02:42 PM, said:
Why is a random death by headshot to arty or airstrike any different than a random death to an ammo explosion or Gauss Rifle explosion? Or, for that matter, all of the random critical hits that occur in the game?
There's a ton of randomness in the game. It's not new with artillery and airstrikes. Even headshot deaths to direct fire are more randomness than anything else. I get headshot kills somewhat regularly, but I'm never actually aiming for the head when it happens. It just happens now and then.
Personally, the ammo explosion mechanic should be reworked to be crippling, but not immediate death. The most memorable stuff regarding that was actually MW2, where heat penalties would cook ammo, causing damage to the system (not fatal, but horrible enough to pay attention to).
Headshot deaths (through non-airstrike/arty hits) are different in the sense that sometimes you are the recipient of the "don't overheat while brawling award"... where those are the scenarios where you are supposed to pay for overheating (your head doesn't move, making it an easy shot - you deserve it).
Remember that you get only 33 max armor for the head (18 external, 15 internal), which is the equivalent of taking a little more than 2 Gauss Rifles or 3 PPCs (2 PPCs, 1 AC10) to the head. You actually have control over the armor you put on your mech. You also have control over heat (rather, specifically, when to fire your mech). With the airstrike/arty, you have zero control over where it hits outside of realizing it's happening at the moment it was launched. I have still died to ammo explosions to the head before (putting ammo in the head is a risk, even though the risk is generally minimal), but I put the ammo there and once you get rid of the external armor (usually some sort of 20+ point alpha), I'm simply gambling that the 10% explosion probability won't affect me. Well, that's my fault when it still goes off.
Arties and airstrikes... it's not the same.
Edited by Deathlike, 30 January 2014 - 03:04 PM.
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