#41
Posted 28 April 2014 - 12:33 AM
#42
Posted 28 April 2014 - 12:44 AM
PhoenixFire55, on 28 April 2014 - 12:33 AM, said:
#43
Posted 28 April 2014 - 01:49 AM
PhoenixFire55, on 28 April 2014 - 12:33 AM, said:
Linky or I'm claiming stinky.
#44
Posted 28 April 2014 - 02:04 AM
Saying said Arty is a free shot in no way communicates that some skill is required for best results.
Placing Arty is a fine Art (Pun intended)
If arty is placed well, the enemy wont see the smoke until its too late, how many times I've wasted 40K through bad placement
Arty is also a great counter to blobs of death, campers, Pop Tartars, LRM Boats in cover and static entrenched positions
Also arty allows a single mech warrior to delay a push consisting of multiple opponents single handedly,
In the hands of an elite lance, yes I can see how a rolling arty/Air strike barrage could be disheartening, However the majority of the player base don't use them that way. I think overall they have less impact than LRM's and PPC autocannon meta and is a counter to them.
I say leave air and arty strike alone, and I hope they don't change
#45
Posted 28 April 2014 - 02:26 AM
Nauht, on 28 April 2014 - 01:49 AM, said:
Meh ...
Watch any of the heavy drops between SteelJaguar and BlackSpikes in the EU division (drops 3 and 4 where rules allow strikes).
@Craig Steele
Sure, some. But give me a 12-man team that doesn't use arty/airstrikes and it'll lose to one that does.
#46
Posted 28 April 2014 - 02:48 AM
Nevertheless, i dont think working that angle is a good solver.
Much better would be to increase the time until the strike hits. increasing time to 10 seconds would do alot and make Arty into an area denial weapon. Make it enough time to walk out of the strike but not pass through a strike area with 60kph.
Should be something like 10+-2. Also the time until impact could be randomised a bit.
With that mechanic you can't really use arty anymore for precise strikes. Instead deny area access for a short while. Anything that still mvoes in gets hit hard. For that reason i would NOT reduce damage.
Edited by Monkeystador, 28 April 2014 - 02:50 AM.
#47
Posted 28 April 2014 - 03:10 AM
The most effective match with them was when we were down to 4 damaged mechs to the enemies 6 less damaged mechs on Crimson. I let an airstrike go and hit at least 4 mechs that were perfectly lined up behind a building. 3 seconds later 6 'component destroyed' messages pop up. No kills, but the damage was done. The group still managed to kill two more friendly mechs before me in an Ember and a teammate in a Dakka Banshee wiped them all out. I ended up with 6 kills, the teammate had 4. Had it not been for one airstrike, we would have certainly got stomped.
That said, they didn't make a difference in about 2/3 the matches I used them in aside from a modest damage boost. Thats about what I see in pug matches too. Most drops are just a waste of 40,000 cbills and a minor annoyance. You should never get hit with them in lights or mediums. In heavy or assaults, dropping 15% total armor is a pretty big loss though even spread out over the mech. It gets particularly annoying when a premade comes in with poptart assaults each equipped with arty and airstrike. In pug matches, there is no counter to that.
I would love to see shell damage drop to 25-30.
#48
Posted 28 April 2014 - 03:13 AM
In other words: to use arty/air you not only have to purchase and slot it, but have to slot another module as well.
Edited by Hillbillycrow, 28 April 2014 - 03:16 AM.
#49
Posted 28 April 2014 - 03:14 AM
kesuga7, on 27 April 2014 - 09:07 PM, said:
by the time a mech notices the smoke and accelerates foward its usually too late
pretty much free damage against most assault mechs iv seen
even in my 100 kph treb lol
I have cleared Arty in a 53 KpH Atlas. Depends on where your are in relation to the smoke and how fast you react to it. It hurts but it is a weapon that is meant to hurt.
#50
Posted 28 April 2014 - 04:43 AM
Arty/Air Strikes in pugs is fine and needs no changes, helps to clear the chaff.from the opposing team.
#51
Posted 28 April 2014 - 04:46 AM
Screech, on 28 April 2014 - 04:43 AM, said:
Edited by Joseph Mallan, 28 April 2014 - 04:47 AM.
#52
Posted 28 April 2014 - 04:48 AM
#53
Posted 28 April 2014 - 04:49 AM
#54
Posted 28 April 2014 - 04:52 AM
Quote
The problem with Arty is that its outright better than the other modules. Theres no reason not to take it. So whats the point of even having other modules? If Arty is going to use the same module slot as all the other modules then it needs to have a power level equivalent to all the other modules... or it needs to cost 2 module slots.
#56
Posted 28 April 2014 - 05:48 AM
Anyway, in addition to the Pulse Lasers, he has a TAG and a pair of Flamers.
Welp, his Hunch was blasted off by a couple well placed Meta shots in the first 30 seconds of engagement on Tourmaline.
Left him with a Flamer and TAG.
He ended up doing 600 damage at the end of the match.
Anyone want to guess how?
Edited by Nicholas Carlyle, 28 April 2014 - 05:49 AM.
#58
Posted 28 April 2014 - 05:52 AM
Heck even Jo Mal has called them an easy button. You know something is OP, when he thinks it is OP (He just doesn't have a problem with something being OP).
#60
Posted 28 April 2014 - 06:01 AM
Kilo 40, on 28 April 2014 - 12:29 AM, said:
feel free to rip that idea apart. I haven't thought long on it and arty is fine where it is for me.
I'd rather have TAG be a requirement for artillery and air strikes.
And once again, instead of nerfs, let's have more goodies.
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