

#281
Posted 29 April 2014 - 06:28 AM
#282
Posted 29 April 2014 - 06:34 AM
3rdworld, on 29 April 2014 - 06:22 AM, said:
So you don't want people to nerf something to kill your fun, that you aren't yet having but may decide to have?
Where people with actual grievance about a piece of equipment right now, are left high and dry.
Cool.
AND because it isn't ruining my fun when it is used. 3rd... People are saying Medium Lasers are OP! Folks will complain cause the Orange isn't Orange enough! You want to support changing Arty please do. But on't try to tell me I cannot support keeping it intact cause it isn't as bad as all that! You state your case, I'll state Mine. PGI will make a decision (someday... maybe!) and then our discussion will likely end.
#283
Posted 29 April 2014 - 06:36 AM
Gloris, on 29 April 2014 - 04:40 AM, said:
Make it weight something, make it generate heat, make it require a command module, make it require a flare/smoke launcher that can be fited in Missile slots or something else, i don't know something. Just costing C-bills in the garage is okay for modules that give you increased zoom or better sensors, but not for something that does damage.
If arty/airstrike is so good, that no matter the type of mech you play it is the best for you to take it/mandatory, then something is wrong and should be tweaked
I wouldn't mind this Mechwarrior 4 approach to the air strike. It's not a bad idea at all. Make it take a missile slot have 1 ammo. That's a little extreme. My normal 12 man setup for modules is arty, air, and target info gathering. My biggest question why wouldn't someone take both in a 12 man.....
#284
Posted 29 April 2014 - 06:42 AM
Screech, on 29 April 2014 - 06:19 AM, said:
Never seen it turn the tide of battle. Anyone dumb enough to get consistently killed by them is useless to begin with.
Why in your world are people apparently unable to move and find cover from these strikes? It literally is easiest form damage to avoid in this game.
Then you haven't seen them used properly. I see it all the time when I'm in pre-mades. I mean literally as I said before, a guy lost his entire loadout aside from some Flamers in the first 30 seconds of the match, and still ended up with 500 damage due to a well placed Strike, it's rediculous.
Craig Steele, on 29 April 2014 - 06:20 AM, said:
I'll just leave these here for you numpty. Take a good hard look into the mirror

LOL quotes from Sandpit? The guy who had done a complete 180 on these boards in the last few months?
I'm not worried about anything he says. Like I said, go back to the launch module thread please. Don't crap up the rest of the forums.
Edited by Nicholas Carlyle, 29 April 2014 - 06:40 AM.
#285
Posted 29 April 2014 - 06:46 AM
Joseph Mallan, on 29 April 2014 - 06:34 AM, said:
I didn't tell you what you can or cannot do. I am just curious as to why you care when you admittedly don't have a dog in the fight. So please tell me how exactly it would ruin your fun, when something you don't see, and don't use is changed? It wouldn't. While it may not ruin your fun now, that isn't the pertinent part of my question, which is how would it effect your fun if they were changed.
I see them all day, every day. It is a big deal to me. But the people arguing for leaving them OP, admit to rarely seeing, and never or rarely using them. Do you not see how it is a bit frustrating to me?
In 372 matches, I have dropped 204 Artys.
Edited by 3rdworld, 29 April 2014 - 07:02 AM.
#286
Posted 29 April 2014 - 06:54 AM
Nicholas Carlyle, on 29 April 2014 - 06:42 AM, said:
Then you haven't seen them used properly. I see it all the time when I'm in pre-mades. I mean literally as I said before, a guy lost his entire loadout aside from some Flamers in the first 30 seconds of the match, and still ended up with 500 damage due to a well placed Strike, it's rediculous.
LOL quotes from Sandpit? The guy who had done a complete 180 on these boards in the last few months?
I'm not worried about anything he says. Like I said, go back to the launch module thread please. Don't crap up the rest of the forums.
Ah well, seeing as you clearly have no manners I'll probably stay and debate any points that are worth debating to cover for you. Call it a community service, I don't mind helping you out and educating you.
I see in your post there is nothing worth talking about though, "one guy" (maybe real, maybe not) might have pulled a damage number (no screen shot) but you don't know how much of it was actually from artillery and you are arguing what exactly?
That artillery is OP because this one guy maybe one time?
Or is your argument that a weapon used correctly by someone who has practised it repeatedly (with his pre made friends) unlocked a higher proportional damage than other players do?
You know, I could use a lot less words responding to you if you used a few more in your post so it actually had some substance and wasn't just ambiguous ranting. Then none of us would need to ask questions.
Thanks
#287
Posted 29 April 2014 - 07:00 AM
3rdworld, on 29 April 2014 - 06:46 AM, said:
I didn't tell you what you can or cannot do. I am just curious as to why you care when you admittedly don't have a dog in the fight. So please tell me how exactly it would ruin your fun, when something you don't see, and don't use is changed? It wouldn't.
I see them all day, every day. It is a big deal to me. But the people arguing for leaving them OP, admit to rarely seeing, and never or rarely using them. Do you not see how it is a bit frustrating to me?
I have a dog in the fight. My team mates who have used them. I don't die to em when I do see em. I see them softening up the enemy or my team when they are use. To me that is working as intended. That is why I am putting my hat in the ring. No I don't see how its frustrating to you. You are saying your piece I am saying mine. Your disagreeing with me isn't frustrating me in the least. I can disagree without being personal. As I see it, the issue isn't if its to strong or not, but the other guys use it to much. And To much is a opinion. In your games I may well say hat Arty is painful, But like every other Painful encounter, I looked for a way to overcome it in game. And to date, no Meta Russle's my Jimmies.
#288
Posted 29 April 2014 - 07:12 AM
Joseph Mallan, on 29 April 2014 - 07:00 AM, said:
The big issue is there at there is zero reason to bring anything else. In the 12 man drops you have 12 mechs per side most of them with both strikes (Actually I'm quite comfortable saying all mechs). The ability to suppress the enemy or do damage to the entire group is not worth as much as Adv. Sensor Range? Of course it isn't. The reason it is being used all the time is because its... free. Free tonnage, free damage, takes up a module slot. At the 12 man level you aren't worried about the 40k ea. price tag. You'll grind that back in 4 man drops in a hurry with a Hero mech.
#289
Posted 29 April 2014 - 07:15 AM
Craig Steele, on 29 April 2014 - 06:54 AM, said:
Would it matter if I named the guy (I'm not sure he wants his named dragged into this) or provided a screenshot?
Everyone here admits that Strikes are better than every other module, the debate is whether you should buff every other module or nerf them.
The problem is...that would mean doing something like restoring Seismic to it's old levels to start to compete with Strikes.
Or making it so the Hill Climb module let you climb up sheer cliffs.
Or making it so Adv. Sensor makes it so you can cut through ECM entirely.
It would take rediculous upgrades to top an item that can RNG one shot a person or do a ton of damage.
We've been debating this for 10+ pages, why don't you go back and read my other posts. Or better yet, just go away.
Saxie, on 29 April 2014 - 07:12 AM, said:
The big issue is there at there is zero reason to bring anything else. In the 12 man drops you have 12 mechs per side most of them with both strikes (Actually I'm quite comfortable saying all mechs). The ability to suppress the enemy or do damage to the entire group is not worth as much as Adv. Sensor Range? Of course it isn't. The reason it is being used all the time is because its... free. Free tonnage, free damage, takes up a module slot. At the 12 man level you aren't worried about the 40k ea. price tag. You'll grind that back in 4 man drops in a hurry with a Hero mech.
I average 100k C-bills per match. And have 40 million c-bills banked. I'm not an amazing player, I'm not a founder, I don't run heros and I don't run premium time.
The price is definitely not a factor.
Free damage, unlimited range, no tonnage. It's stupid.
#290
Posted 29 April 2014 - 07:34 AM
Mystere, on 28 April 2014 - 03:34 PM, said:
Just say no to even more cockpit force fields and for further reduction in the capabilities and roles of light mechs.

There are no more force fields on cockpits than your head has in real life.

LOL@ reduction in lights capabilities...lights are WAY OP.
In no reality of BT/MW, whether it be a PC game or TT, should a Jenner ever dream of taking on an Atlas. Yet it happens here ALL the time. An Atlas should be able to crush most light mechs inside the fist of the mech.
Edited by Gyrok, 29 April 2014 - 07:44 AM.
#292
Posted 29 April 2014 - 07:39 AM
Joseph Mallan, on 29 April 2014 - 07:35 AM, said:
Unlimited range... Arty's range is measured in Maps not meters
No tonnage... I agree. Arty should cost the user some tonnage.
40,000 c-bills is NOTHING.
I laugh at 40,000 c-bills.
I don't play a ton, I don't run premium, I don't run my one hero mech (YLW), yet I am swimming in c-bills.
I mean I guess if you are one of those people who has to have every mech, it could be a problem?
But I can do 80,000 c-bills per match all day, and still outearn what I spend. My average is 100,000 c-bills per match.
And honestly, even if you did make it 200,000 c-bills for an arty/airstrike, then it just becomes a P2W issue, and something that separates the old players with 500 million c-bills from the new players scraping to buy their new mech.
The problem in the end, is the Strikes are completely out of whack compared to every other module.
It's the same problem with ECM when you compare a 1.5 ton item, that takes 2 slots and requires no actual button pressing to work to every other item in the game.
There has to be a certain level of consistency in these kinds of games.
#293
Posted 29 April 2014 - 07:43 AM

#295
Posted 29 April 2014 - 07:49 AM
#296
Posted 29 April 2014 - 07:50 AM
Gorantir, on 29 April 2014 - 07:49 AM, said:
Yeah, I've seen a few times where a slow assault who is cherry red is moving away, he's like 1500m away.
And a teammate drops a strike directly behind him, and finishes him off.
#300
Posted 29 April 2014 - 08:26 AM
I probably have enough in game currency to pay for an advantage for the rest of MWO, and a sequel. I can pay to beat you. And I dislike that.
So yeah, do something about strikes and cool shot. Don't let MWO be pay 2 win.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users