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Arty & Air Strike

Balance

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#21 Bobzilla

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Posted 31 March 2014 - 09:55 AM

I'd pay for a mod that intercepted the airstrikes/artty in an AoE around you, so it becomes consumed but does nothing. That would be really enjoyable to me for some reason. Man would people flip about losing their airstrikes. Do it now.

On a side note, I was in canyon in an atlas, just me and a light left. He hit me back to back with strikes as I had to guard my back and there musta been a wee little hill (1 inch = stop) that made it so i couldn't avoid them. It's probably the worse case scenario, but it's BS none the less. Don't even know what he was cause he just ran and hid. This also isn't the first time something similar has happened on this map. Need for cover + speed impedement + arty/airstrikes is just another balance void pgi created.

#22 sokitumi

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Posted 31 March 2014 - 01:09 PM

View PostDamocles69, on 31 March 2014 - 08:41 AM, said:

....
Also, interesting note, they say they don't want wild swings in balance but they buffed arty/air by 400%
....

That was their position at the time.

View PostTechorse, on 30 March 2014 - 09:23 PM, said:

I'm probably gonna get flamed hard for this, but I've had the idea for a weaker version of the strikes that comes as a non-consumable module. You still only get one strike per game, but you get to keep the module. That way you've sucked up a module slot on a weaker strike, and it costs a one-time investment of several million C-Bills to own, but you're not spending 40,000 a pop. It'd be weaker through fewer shells, perhaps 4-6.

I guess people would hate my idea because my proposed "reusables" would be taken by everyone and completely replace the consumables, but there could be a rule where you can't have both the reusable and consumable of the same kind on a 'Mech. That way you have to pick between an expensive powerful strike that you don't get back, or a much weaker one that "pays for itself" by not taking a small chunk out of every game's paycheck.

I would be for this idea if certain other conditions people have mentioned were implemented, like a restriction on how many or often they can be called.

Weapons that cost cbills-per-use or mc is a sad precedent in the first place. That they're ridiculously OP at the moment is just extra BS layered on top.

Edited by sokitumi, 01 April 2014 - 09:47 AM.


#23 Charons Little Helper

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Posted 31 March 2014 - 01:44 PM

They should make it take up some amount of tonnage on the mech. Perhaps require the command console to use. :angry:

#24 Solahma

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Posted 31 March 2014 - 01:52 PM

I giggle a bit when you can hit a few mechs with an artillery strike and do more damage than some other mechs on your team...

"Oh you contributed 150 points of damage this game with that 55 ton mech? My 40,000 c-bill personal bomber did more damage with only 4 bombs!"

Edited by Solahma, 31 March 2014 - 01:53 PM.


#25 R Razor

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Posted 31 March 2014 - 01:57 PM

I giggle when my light mech drops an arty or an air behind some fat assault or heavy that is too busy button mashing his little fingers to death to notice the HUGE cloud of RED smoke that gives him several seconds worth of MOVEMENT opportunity and then comes on the forums and WHINES about how OP it is.

#26 mp00

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Posted 31 March 2014 - 02:09 PM

I like that idea for a module that would intercept a arty/air strike. Or a module that would give warning like the "incoming missiles(artillery strike)" many would find this not as useful as other modules.. but with he future "red smoke" module it might be handy to know if a arty strike is real or just a fake. Another the future "chaff" module one could be deployed to cause a arty or airstrike to shift as well.

#27 wintersborn

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Posted 31 March 2014 - 02:13 PM

I think they both should be removed from the game.

Screw these ugly slow 1980's looking walking robot tanks, I want to fly the stealth bomber all round.

#28 DeathlyEyes

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Posted 31 March 2014 - 02:16 PM

A way to fix the current issue with arty/airstrike is to make it take longer from the time the strike is called to when it is delivered. The argument for them was to get people out of camping spots. Right now it just kills people in camping spots instead of encouraging them to move out. In addition if a player is within a certain radius having Betty simply say "incoming ordinance" could solve the current issue.

#29 Mystere

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Posted 31 March 2014 - 07:52 PM

View PostSLDF DeathlyEyes, on 31 March 2014 - 02:16 PM, said:

A way to fix the current issue with arty/airstrike is to make it take longer from the time the strike is called to when it is delivered. The argument for them was to get people out of camping spots.


In short make them even less useless than the fireworks display they used to be?


View PostSLDF DeathlyEyes, on 31 March 2014 - 02:16 PM, said:

Right now it just kills people in camping spots instead of encouraging them to move out.


Frankly, if people are getting killed because they refuse to move out, why should I shed a tear?


View PostSLDF DeathlyEyes, on 31 March 2014 - 02:16 PM, said:

In addition if a player is within a certain radius having Betty simply say "incoming ordinance" could solve the current issue.


The big and bright red smoke is only unnoticed by people with "less than the requisite" situational awareness. Or should we implement a warning system for each and everything that can be aimed at us? .... On second thought I want such a thing so I can endlessly troll people with hilarious consequences.

View PostR Razor, on 31 March 2014 - 01:57 PM, said:

I giggle when my light mech drops an arty or an air behind some fat assault or heavy that is too busy button mashing his little fingers to death to notice the HUGE cloud of RED smoke that gives him several seconds worth of MOVEMENT opportunity and then comes on the forums and WHINES about how OP it is.


I think you've been here long enough to realize that people will complain about anything and everything that can hurt, or worse kill, them.

And didn't you know? Many here are supposedly Mechwarrior Gods. And Gods cannot be killed. :)

#30 Scandinavian Jawbreaker

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Posted 31 March 2014 - 08:02 PM

Personally I would like to see damage dropped down to 30. This would also prevent occasional arty headshots if you have full head armor. I don't like the idea of counter modules. After those 12-mans would be just huge waste of c-bills.

I would like to have some variety in modules tho. Right now it is in fact stupid to pack anything else than consumable modules. Lower the damage on strikes, lower the effect on cool shot 9 by 9, keep UAV as it is.

#31 Screech

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Posted 01 April 2014 - 08:43 AM

Least you have to aim air/arty strikes. I like them.

#32 9erRed

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Posted 01 April 2014 - 11:18 AM

Greetings all,

Yes I agree there should be a verbal warning from "Betty" that detects either incoming aero space or arty munitions in flight.

- It only takes a few seconds to calculate the flight path of arty, lots of time for Betty to advise the pilot.
- Fast air should be detected as they enter there final approach.

From the Lore, the Jaeger Mech was one of the dedicated AAA mech's, so having early warning and target assist would have been quite common. Something we are not seeing or hearing.

Have Betty announce, "Artillery inbound" or "Fast Air Detected", anything verbal when the pilot is "fully engaged" would help.

9erRed

#33 ColourfulConfetti

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Posted 01 April 2014 - 11:20 AM

Arty and Air strikes need a warning. Something like "warning incoming airstrike/artillery strike. There have been plenty of times in my gauss cataphract or ppc spider where I was planted far from the battle in a singular position and somebody placed an arty or airstrike at my location, due to me standing still and trying to snipe, I had no idea until the bombs started dropping. Some slower assaults also won't know before it's too late or are simply too slow to avoid damage. A warning system is all I ask for something so powerful and tide turning as an artillery strike

EDIT
oops looks like I was beaten to the punch by 9erRed

Edited by PalmaRoma, 01 April 2014 - 11:21 AM.


#34 3rdworld

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Posted 01 April 2014 - 11:27 AM

They have been OP since they were buffed.

Anyone that plays 12s knows this.

#35 Mystere

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Posted 01 April 2014 - 11:29 AM

View PostPalmaRoma, on 01 April 2014 - 11:20 AM, said:

Arty and Air strikes need a warning. Something like "warning incoming airstrike/artillery strike. There have been plenty of times in my gauss cataphract or ppc spider where I was planted far from the battle in a singular position and somebody placed an arty or airstrike at my location, due to me standing still and trying to snipe, I had no idea until the bombs started dropping.


That is the price you pay for not having any situational awareness while sniping. It is no different from someone getting behind you and firing a large alpha at your back.

#36 3rdworld

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Posted 01 April 2014 - 11:30 AM

View PostMystere, on 01 April 2014 - 11:29 AM, said:


That is the price you pay for not having any situational awareness while sniping. It is no different from someone getting behind you and firing a large alpha at your back.


It is actually nothing like that at all.

#37 Rebas Kradd

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Posted 01 April 2014 - 11:33 AM

View Post3rdworld, on 01 April 2014 - 11:30 AM, said:


It is actually nothing like that at all.


Yes, it actually is.

#38 3rdworld

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Posted 01 April 2014 - 11:37 AM

View PostRebas Kradd, on 01 April 2014 - 11:33 AM, said:


Yes, it actually is.


Mechs appear at unlimited range?

Cool.

#39 Bilbo

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Posted 01 April 2014 - 11:40 AM

View Post3rdworld, on 01 April 2014 - 11:37 AM, said:



Mechs appear at unlimited range?

Cool.

If they can see you to put the strike on target, you can see them.

#40 Mister Blastman

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Posted 01 April 2014 - 11:42 AM

View PostBilbo, on 01 April 2014 - 11:40 AM, said:

If they can see you to put the strike on target, you can see them.


Not if they are behind you...

... correct me if I'm wrong but my mech doesn't have eyes in the back of it's head.

Strikes need a huge nerf or an option to play games without them.

Edited by Mister Blastman, 01 April 2014 - 11:42 AM.






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