WarHippy, on 31 January 2014 - 11:30 AM, said:
Even if we lowered the damage so it couldn't one shot you there would still be the possibility of getting killed when one of the other shells hit you, but for some reason you are ok with that. If artillery can't kill you in one shot with a direct hit why let it kill you at all? When I target a spot for bombardment I want it to be punishing for the people caught in it, and I want for them to be dead. What I do not want is for them to walk out of it as if they just took a stroll through a gentle spring rain, which even with the current damage is more often than not the end result. I tell you what though, I will be willing to make the cockpit immune to artillery damage completely but I want the damage increased to 80 for each shell and for there to be more of them.
Getting rid of the splash on LRMs was a good move, changing the angle the missiles came in at was a good move, but I think lowering LRM damage to the cockpit was a poor choice that screams quick bandaid fix instead of actually doing something meaningful. I don't want to see something similar happen to artillery/airstrikes.
WTF?
I thought I was pretty clear on how it should work.
100% 33 pt Full Head Armor -> immediately dead by
one arty/airstrike = NOT ACCEPTABLE
100% 33 pt Full Head Armor -> 1 Arty/Airstrike + whatever else hits the head (meaning another arty/airstrike, laser, whatever weapon of choice) = ACCEPTABLE
When you put a stupidly high pinpoint alpha hit (4 PPCs for instance) into a target's head - that says more about the high pinpoint alpha than it is for the
internal armor level set by the devs. The fact that it is only at least 30 points required as stated in previous arguments, it would
mitigate that very problem, but not prevent it
if you fail to max the armor to at least 16 points at minimum. That is the
proper counter to the problem. It's kinda like people generally complaining about legging... telling them to put more leg armor on the mech.
So, what is the
proper and consistent counter to arty/airstrike? Knowing where it is? Once it is planted behind you, I'm not sure how you will
find out until it is too late.
Do you not even understand the implications of 80 damage per projectile? There would be
hordes more crying and not because of instant-head gibbing. It would just be a casual artifact of the stupid amounts of damage that would be added.
Quote
So because some people can't be bothered to look at the minimap or learn what certain equipment does, and because PGI can't be bothered to create proper tutorials that explain mechanics in detail your solution is to just nerf a working mechanic instead of working toward fixing the real problem? Sorry, but I can't agree to that.
Well, until they add something to address arty deployments (they have yet to do this since its debut), I'm not sure what else I can suggest. When I mean AUDIO CUE, it doesn't mean Betty has to inform you... in MW2, there were plenty of audio cues denoting problems (like a missile launch warning). The fact that the smoke indicator is not sufficient IMO (because most of the time, it is usually a sign of being too late to avoid once you realize its there) is a problem. I would
prefer both audio and visual, but if it has to be one or the other, MAKE IT SO. Right now, it's
insufficient.
Edited by Deathlike, 31 January 2014 - 12:02 PM.