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Time To Nerf Arty

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#501 xeromynd

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Posted 23 May 2014 - 07:32 AM

I don't think Artillery needs to be nerfed, I think the problem is that we have no way of warning teammates, or any audio cues as to when artillery is being called into the field. Right now it's practically a stealth weapon if you correctly place the smoke behind some enemies. Problem is, arty is LOUD. We can hear far away AC's being fired but no loud-as-f**k artillery shots?
  • Artillery should have some sort of "off in the distance" firing sound for each barrage launched by a player, as soon as it's acivated. This wouldn't "nerf" artillery, but would sure make some pilots check their surroundings for a quick second. I imagine it sounding something like this: http://www.moddb.com...kwave-artillery
  • When VOIP comes into play, as Russ confirmed it would, it will be much easier for players to warn teammates. Right now by the time you even think to type "[player name] don't back up! Artillery" some of their components are already blown to bits.
  • Less popular suggestion: have a cap on the amount of arty strikes a team can call in during a match. Let's say your distant artillery battery only brought enough ammo for five long range strikes with them. I think 5 is a perfectly reasonable cap for each team per game. If you try to launch more than five: an audio cue from Betty: "Artillery Not Available"

Edited by xeromynd, 23 May 2014 - 07:40 AM.


#502 Triordinant

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Posted 23 May 2014 - 08:11 AM

PGI is counting on most players being low-skilled so PGI created consumables they could use as crutches. The more the low-skilled players spend on crutches, the more likely they'll buy MC to buy stuff with or convert into cbills.

#503 Tahribator

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Posted 23 May 2014 - 08:15 AM

View PostTriordinant, on 23 May 2014 - 08:11 AM, said:

PGI is counting on most players being low-skilled so PGI created consumables they could use as crutches. The more the low-skilled players spend on crutches, the more likely they'll buy MC to buy stuff with or convert into cbills.


Unfortunately they're only being used by experienced players who can afford to lose C-Bills per match, not by your average "low-skilled" player who are usually space-poor.

#504 Grimmrog

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Posted 23 May 2014 - 08:22 AM

Make artillerie a 1 minute reusetimer letting it rain a volley of 20 LRM's from the sky.
Thsi way its dealing lower damage but cna be used serveral times during a match.

#505 Triordinant

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Posted 23 May 2014 - 08:26 AM

View PostTahribator, on 23 May 2014 - 08:15 AM, said:


Unfortunately they're only being used by experienced players who can afford to lose C-Bills per match, not by your average "low-skilled" player who are usually space-poor.


Experienced players in premade teams use consumable crutches because they're worried the enemy will use them or use more of them. From what I hear, "competitive" matches have a dozen arty/air strikes per side. There's hope, though: in private matches both sides can agree beforehand that neither side will use consumable crutches and they'll have an honorable match (it helps that you don't earn cbills in private matches).

#506 Goose

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Posted 23 May 2014 - 08:28 AM



How about Betty announces all such inbound fire.

All of it: Friend or foe …

#507 Joseph Mallan

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Posted 23 May 2014 - 08:29 AM

View PostGoose, on 23 May 2014 - 08:28 AM, said:



How about Betty announces all such inbound fire.

All of it: Friend or foe …

Do we really need our hand held that much? :P

#508 Grimmrog

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Posted 23 May 2014 - 08:46 AM

View PostJoseph Mallan, on 23 May 2014 - 08:29 AM, said:

Do we really need our hand held that much? :P


The more bitching Betty the better

#509 Joseph Mallan

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Posted 23 May 2014 - 08:53 AM

View PostGrimmrog, on 23 May 2014 - 08:46 AM, said:


The more bitching Betty the better

I don't think you are married sir! :P

#510 xeromynd

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Posted 23 May 2014 - 10:02 AM

View PostGoose, on 23 May 2014 - 08:28 AM, said:



How about Betty announces all such inbound fire.

All of it: Friend or foe …


While we're at it:

"Warning. torso actuator at maximum twist, warning, small laser out of range, warning other small laser out of range, warning, UAV detected, warning incoming mech 22 meters east, warning Autocannon fired, warning Autocannon ammo at 79% warning Autocannon fired warning Autocannon ammo at 78% warning incoming Autocannon 20 bullet, warning collision damage detected, warning, multiple warnings detected, deploying auxiliary warning system, warning, auxiliary warning system deployed"

Edited by xeromynd, 23 May 2014 - 10:05 AM.


#511 Deathlike

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Posted 23 May 2014 - 10:30 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 (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.


So... what's the point of having another deathmatch mode?

Just saying.

Anyways, the upcoming weekend tourney will be arty+airstrike galore.

Edited by Deathlike, 23 May 2014 - 10:31 AM.


#512 Screech

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Posted 23 May 2014 - 10:57 AM

View PostDeathlike, on 23 May 2014 - 10:30 AM, said:


Anyways, the upcoming weekend tourney will be arty+airstrike galore.


Yeah folks will be tripping over each other trying to get them out first. But it gives more people a chance to channel their inner-tryhard and it is only a weekend.

#513 Reitrix

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Posted 23 May 2014 - 04:26 PM

Id prefer it if the Strike took longer to get from Smoke -> damage.

Think about it, Theres an Artillery Cannon somewhere off the map, on some maps thats quite a few KMs. Spotter for the cannon sees the Smoke, informs the Cannon and then fires. Those Shells are firing at damn near the speed of sound.

Just boost the damage time to 7 seconds. At 3 seconds, you don't even have the time to get the words out before the Shells are hitting.

At the very least, add a launching animation so you can at least determine if the guy you saw for a split second threw an Arty at you.

#514 draiocht

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Posted 25 May 2014 - 01:25 PM

View Postxeromynd, on 23 May 2014 - 07:32 AM, said:

When VOIP comes into play, as Russ confirmed it would, it will be much easier for players to warn teammates. Right now by the time you even think to type "[player name] don't back up! Artillery" some of their components are already blown to bits.

Was recently watching somebody's streamed game, and I find this kind of funny. Somebody was specifically keeping watch while friendlies were capping, VoIPed "smoke on theta!", mechs took a couple steps to flee, but it was already too late.

Of side note, I've noticed it's gotten sort of rare that I get destroyed by direct-fire headshots these days (months since?). As if players just don't put in the effort anymore. Seems it's always the artillary crew or aerojock getting that kind of killshot.

Edited by draiocht, 25 May 2014 - 01:26 PM.


#515 Adamski

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Posted 25 May 2014 - 04:29 PM

Agree with extending the time between when smoke appears and the damage begins.

Artillry strke and Air Strike should be used to dislodge groups from cover,it should be extremely difficult to land it on mechs that are on the move.

#516 Jin Ma

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Posted 25 May 2014 - 05:53 PM

Was just in a match in a shootoff at 1000+ meters. a enemy raven died to a arty strike and got legged. i got artied in the head from 1000+km.

#517 Bobzilla

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Posted 25 May 2014 - 07:19 PM

This weekend was the worst, one match both sides were about 300m apart, and the was red smoke everywhere, constantly. It was like no one was even using actual weapons. Must have been at least 30.


They have just become damage spam, they are completely not immersive or tactical. They really need to remove them, but if there is a chance ppl are gonna be idiots and spend MC on them, PGI will be idiots and do terrible things to their game.

#518 Sarlic

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Posted 02 June 2014 - 11:37 AM

The longer i browse here the longer i realise how broken this game is. Arty shells is just next to a side at a building and i get shelled because i am just covering behind it. The damage a Arty can do is just too much even if i i have moved into cover.

This Arty spam is getting embarrassing. Luckily i don't do consumables.

Edited by Sarlic, 02 June 2014 - 11:38 AM.






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