ProtoformX, on 07 May 2014 - 09:34 PM, said:
#461
Posted 08 May 2014 - 01:39 AM
#462
Posted 08 May 2014 - 01:45 AM
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
Posted 08 May 2014 - 01:48 AM
#464
Posted 08 May 2014 - 02:39 AM
20 Shells doing 19 damage each with slower fire rate then current arty
or increase arty smoke duration by 2-4 seconds
3rdworld, on 07 May 2014 - 11:01 AM, said:
oh man i can't wait to watch those competitive matches
Edited by kesuga7, 08 May 2014 - 02:39 AM.
#466
Posted 08 May 2014 - 07:08 AM
ProtoformX, on 07 May 2014 - 09:34 PM, said:
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
Posted 08 May 2014 - 07:46 AM
Nicholas 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
Posted 08 May 2014 - 08:30 AM
#469
Posted 08 May 2014 - 08:40 AM
LastPaladin, 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
Posted 08 May 2014 - 08:57 AM
#471
Posted 08 May 2014 - 09:11 AM
#473
Posted 08 May 2014 - 09:35 AM
Almond Brown, on 08 May 2014 - 07:46 AM, said:
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.
Almond Brown, on 08 May 2014 - 08:30 AM, said:
Bingo!!!
#474
Posted 08 May 2014 - 09:53 AM
Craig Steele, on 07 May 2014 - 04:27 PM, 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.
#475
Posted 08 May 2014 - 10:01 AM
aniviron, 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
Posted 08 May 2014 - 10:03 AM
aniviron, on 08 May 2014 - 09:53 AM, said:
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
Posted 08 May 2014 - 10:05 AM
Shlkt, 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
Posted 08 May 2014 - 10:16 AM
aniviron, 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...
Edited by Almond Brown, 08 May 2014 - 10:18 AM.
#479
Posted 08 May 2014 - 10:17 AM
And reduce the headshots from arty.
#480
Posted 08 May 2014 - 10:19 AM
Vandul, on 08 May 2014 - 10:17 AM, said:
And reduce the headshots from arty.
What you gonna charging me for that Complete Whiff, or chance at a possible TK? LOL!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users