crossflip, on 07 May 2014 - 05:43 AM, said:
Only a light can consistently dodge artillery strikes placed within 50m. Within that range, it's basically a kill button. It's child's play for another light to just run, leave it there and scoot away. Don't give us the defensive position nonsense either, 'cause tunnels and the HPGM basement are the only real defense against the open sky. The smoke can be placed right next to a mech, and then that mech is doomed for the rest of the game. Calldowns are a mechanic designed for games with multiple respawns. One of these hits you in MWO, and your match is ruined. This is Mechwarrior, not CoD or Battlefield. Mechs aren't supposed to vanish in an instant unless you present yourself on a silver platter to the entire enemy team.
And this is why discussions on this and related topics really get nowhere. People love to use exaggerations such as the one I highlighted above.
The module is not a "kill button". The probability of a fresh Mech getting killed by artillery is small.
But I do know that the module can be considered a "weapon of terror". The psychological effects created by being hit by one seem to be rather significant. As proof I present all the anti-artillery threads ever created, all of which have a healthy dose of exaggerations, not to mention crying, on them.
Heck, I once saw an enemy mech running away from battle. He was already legged, dismembered, red all over, and therefore obviously close to death. I could have chased and finished him off with mediums and MGs. But I decided to instead lob artillery as a
coup de grâce. Well, he went ballistic and cursed artillery for being OP!
I wonder if he would have reacted differently if I just shot him instead.