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Time To Nerf Arty

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#461 Joseph Mallan

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Posted 08 May 2014 - 01:39 AM

View PostProtoformX, on 07 May 2014 - 09:34 PM, said:

An audible warning to move your ass. Even if you can't see the smoke, you can always hear Betty.

This is asking to have your hand held. Now adding a whistle of incoming shells... that can be missed in the heat of battle I could accept.

#462 Karl Streiger

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Posted 08 May 2014 - 01:45 AM

I think - remove smoke or make it pink - and last not least - remove that mocking smoke after those shells hit. Its a kind of harassment - and harassment is against the CoC - so i should start to report players that using artillery strikes

In most cases I see red smoke - and get a ton of artillery in the moment i recognize it - and after that the smoke is still there for several seconds. The airstrike is a complete other story ... smoke and extreme long time to react - and when the strike is done the smoke is gone.

#463 Joseph Mallan

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Posted 08 May 2014 - 01:48 AM

Arty and Air should have a Variable time till splash, At least for the first shell of arty.after that, well the range is established and Shells should splash in the same elapse time after that. If more strikes are available of course.

#464 kesuga7

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Posted 08 May 2014 - 02:39 AM

Increase Arty range by 15%
20 Shells doing 19 damage each with slower fire rate then current arty


or increase arty smoke duration by 2-4 seconds

View Post3rdworld, on 07 May 2014 - 11:01 AM, said:

Well the official tournament coming may bring to light why they are ridiculous. Specifically in skirmish & assault modes when people camp a hill.

oh man i can't wait to watch those competitive matches :)

Edited by kesuga7, 08 May 2014 - 02:39 AM.


#465 LastPaladin

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Posted 08 May 2014 - 07:00 AM

View PostMystere, on 07 May 2014 - 01:57 PM, said:

And if you're spinning 360 degrees just to watch your back, then you're most definitely doing it wrong. :P


Tell me, where is the "Rear View Mirror" module to purchase in the UI 2.0? I can't find it.

#466 LastPaladin

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Posted 08 May 2014 - 07:08 AM

View PostProtoformX, on 07 May 2014 - 09:34 PM, said:

An audible warning to move your ass. Even if you can't see the smoke, you can always hear Betty.


I'm not sure what you're getting at. What do missiles have to do with artillery and air strikes?



What I'm getting at is that, if the audible "incoming missile" warning, which is obviously needed much more consistently than an arty warning isn't working, then why push for an audible arty warning that won't work too? Priorities, man, priorities.

Once PGI takes into account that the missile speed buff requires a tweak to the incoming missile warning, so that you actually hear the warning more than 0.2 seconds before the first salvo hits your CT, and fixes that, then I'll get behind an arty warning.

#467 Almond Brown

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Posted 08 May 2014 - 07:46 AM

View PostNicholas Carlyle, on 01 May 2014 - 12:02 PM, said:


I'm more than happy to compromise. There is always a middle ground. But to blanket pretend their isn't an issue that needs to be resolved, that is silly.

Personally I'd just remove the ability to do head damage via Strikes.

Then we aren't sitting here worrying about specific numbers and can focus on how to make them a good optional module if people want to go the consumable route.


Every issue is viewed differently from different perspectives...

But you won't "compromise" the fact that many don't see its ability to kill a Mech (via head-shot) as not as big an issues as others? You wish it just "gone". Nice compromise...

The whole game is about specific numbers. That would be the cause behind the current Meta builds. Strict use of the BEST of the numbers.

#468 Almond Brown

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Posted 08 May 2014 - 08:30 AM

Removing "ways" to KILL a Mech will only lead to further "demands" that the "way PlayerX" got killed also has to be removed. Otherwise someone is getting preferential treatment and that is the best Troll fodder any game can provide its Forums. :P

#469 Joseph Mallan

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Posted 08 May 2014 - 08:40 AM

View PostLastPaladin, on 08 May 2014 - 07:08 AM, said:



What I'm getting at is that, if the audible "incoming missile" warning, which is obviously needed much more consistently than an arty warning isn't working, then why push for an audible arty warning that won't work too? Priorities, man, priorities.

Once PGI takes into account that the missile speed buff requires a tweak to the incoming missile warning, so that you actually hear the warning more than 0.2 seconds before the first salvo hits your CT, and fixes that, then I'll get behind an arty warning.

Artillery incoming warning.

#470 RussianWolf

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Posted 08 May 2014 - 08:57 AM

View PostJoseph Mallan, on 08 May 2014 - 08:40 AM, said:




More like this



#471 Joseph Mallan

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Posted 08 May 2014 - 09:11 AM

So no incoming whistle at all then! :P

#472 Mystere

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Posted 08 May 2014 - 09:27 AM

View PostLastPaladin, on 08 May 2014 - 07:00 AM, said:

Tell me, where is the "Rear View Mirror" module to purchase in the UI 2.0? I can't find it.


If you're looking for a rear view mirror, then you're trying to do it wrong. :P

#473 Mystere

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Posted 08 May 2014 - 09:35 AM

View PostAlmond Brown, on 08 May 2014 - 07:46 AM, said:

Every issue is viewed differently from different perspectives...

But you won't "compromise" the fact that many don't see its ability to kill a Mech (via head-shot) as not as big an issues as others? You wish it just "gone". Nice compromise...

The whole game is about specific numbers. That would be the cause behind the current Meta builds. Strict use of the BEST of the numbers.


View PostAlmond Brown, on 08 May 2014 - 08:30 AM, said:

Removing "ways" to KILL a Mech will only lead to further "demands" that the "way PlayerX" got killed also has to be removed. Otherwise someone is getting preferential treatment and that is the best Troll fodder any game can provide its Forums. :P


Bingo!!!

#474 aniviron

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Posted 08 May 2014 - 09:53 AM

View PostCraig Steele, on 07 May 2014 - 04:27 PM, said:

The only people suffering from artillery regularly are those that stand still alot, and that's more common with practioners of pop tarting. People moving around the map will rarely be "hit' by artillery.


You must not play a lot of conquest.

I've lost track of the number of times I've died in a light to artillery while capping a point, when the smoke was hidden behind a hill, around the corner, etc. Never see it coming, 100% health, and boom, dead.

I have just stopped playing conquest, it's so unfun. Every match is just someone watching the points with arty for the first five minutes; when I do accidentally play conquest, if I just wait for the first ten strikes to drop it's safe enough to go cap most of the time, since everyone has blown their loads by then.

#475 Joseph Mallan

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Posted 08 May 2014 - 10:01 AM

View Postaniviron, on 08 May 2014 - 09:53 AM, said:


You must not play a lot of conquest.

I've lost track of the number of times I've died in a light to artillery while capping a point, when the smoke was hidden behind a hill, around the corner, etc. Never see it coming, 100% health, and boom, dead.

I have just stopped playing conquest, it's so unfun. Every match is just someone watching the points with arty for the first five minutes; when I do accidentally play conquest, if I just wait for the first ten strikes to drop it's safe enough to go cap most of the time, since everyone has blown their loads by then.

So you don't like Cat n Mouse?

#476 Shlkt

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Posted 08 May 2014 - 10:03 AM

View Postaniviron, on 08 May 2014 - 09:53 AM, said:

You must not play a lot of conquest.

I've lost track of the number of times I've died in a light to artillery while capping a point, when the smoke was hidden behind a hill, around the corner, etc. Never see it coming, 100% health, and boom, dead.


Your problem is that you're trying to cap in Conquest. Sorry if that sounds sarcastic, but I'm being dead serious... Conquest is almost always decided by a completely killing the enemy team, or by killing 10-11 of them and then capping the remaining points. Terra Therma, and sometimes Alpine, are the only maps regularly decided by capping instead of fighting (and even Alpine is still mostly fighting). If you're already crippled and basically out of the fight then, sure, make yourself useful and cap some stuff. Otherwise don't worry about it unless the enemy is close to building up an insurmountable point lead.

Edited by Shlkt, 08 May 2014 - 10:04 AM.


#477 Joseph Mallan

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Posted 08 May 2014 - 10:05 AM

View PostShlkt, on 08 May 2014 - 10:03 AM, said:


Your problem is that you're trying to cap in Conquest. Sorry if that sounds sarcastic, but I'm being dead serious... Conquest is almost always decided by a completely killing the enemy team, or by killing 10-11 of them and then capping the remaining points. Terra Therma, and sometimes Alpine, are the only maps regularly decided by capping instead of fighting. If you're already crippled and basically out of the fight then, sure, make yourself useful and cap some stuff. Otherwise don't worry about it unless the enemy is close to building up an insurmountable point lead.

I will have to reiterate Aniviron said. About 60% of my Conquests end with Cap, while the luimbering behemoths(ie Me) are trying to catch the lights that spend the beginning of the match Capping like good scouts!

#478 Almond Brown

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Posted 08 May 2014 - 10:16 AM

View Postaniviron, on 08 May 2014 - 09:53 AM, said:


You must not play a lot of conquest.

I've lost track of the number of times I've died in a light to artillery while capping a point, when the smoke was hidden behind a hill, around the corner, etc. Never see it coming, 100% health, and boom, dead.

stuff



Just to assure equal floor time for both sides. (ALL Match types always selected so as to avoid Match Type bias)

I can count the number of times I have died to Arty/Air on 2 fingers and never was fresh when it happened since the stats wipe, some 200 matches ago. Before that I recall 1 other time.

So, given how Air/Arty is well documented to be a prevalent KILLER of Mechs, the combined Stats seem to be quite varied amongst the players facing it. hmmmm... :P

Edited by Almond Brown, 08 May 2014 - 10:18 AM.


#479 Vandul

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Posted 08 May 2014 - 10:17 AM

Let it have a chance to fall short, or overshoot. Imagine if there is a 2% chance of your strike winding up hitting your own team or where nobody is. Should make it interesting, and less attractive.

And reduce the headshots from arty.

#480 Almond Brown

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Posted 08 May 2014 - 10:19 AM

View PostVandul, on 08 May 2014 - 10:17 AM, said:

Let it have a chance to fall short, or overshoot. Imagine if there is a 2% chance of your strike winding up hitting your own team or where nobody is. Should make it interesting, and less attractive.

And reduce the headshots from arty.


What you gonna charging me for that Complete Whiff, or chance at a possible TK? LOL!





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