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Time To Nerf Arty

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#301 thantos911

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Posted 29 April 2014 - 08:54 AM

I've one shot a raven with a arty drop, he was spotting and had his back turned to my light. Didn't see the drop behind his feet. Died from a headshot. Happens, but it is rare and rng. I would argue for better mods to even it out. I mean who is ever going to use a 10% bonus to walking up a hill for 6million cb's over the ability to do free damage.

#302 Joseph Mallan

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Posted 29 April 2014 - 08:58 AM

View Postthantos911, on 29 April 2014 - 08:54 AM, said:

I've one shot a raven with a arty drop, he was spotting and had his back turned to my light. Didn't see the drop behind his feet. Died from a headshot. Happens, but it is rare and rng. I would argue for better mods to even it out. I mean who is ever going to use a 10% bonus to walking up a hill for 6million cb's over the ability to do free damage.

I did that with a Jager40... didn't even cost me 3,000 C-bills. Cause I Get free reloads every match.

#303 Nicholas Carlyle

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Posted 29 April 2014 - 08:59 AM

View PostJoseph Mallan, on 29 April 2014 - 08:58 AM, said:

I did that with a Jager40... didn't even cost me 3,000 C-bills. Cause I Get free reloads every match.


Except he can do it from 2000m away, without putting himself in harms way, and he's able to save his AC/20 ammo for bigger fish during that match.

#304 Mcgral18

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Posted 29 April 2014 - 09:00 AM

View PostJoseph Mallan, on 29 April 2014 - 08:58 AM, said:

I did that with a Jager40... didn't even cost me 3,000 C-bills. Cause I Get free reloads every match.


But can you do that from 2 KM?

#305 Joseph Mallan

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Posted 29 April 2014 - 10:26 AM

With a AC20? You are just being silly now. How and what distance I pop your head off from is of little concern to me. only that you are dead. :D :P

#306 Nicholas Carlyle

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Posted 29 April 2014 - 10:45 AM

View PostJoseph Mallan, on 29 April 2014 - 10:26 AM, said:

With a AC20? You are just being silly now. How and what distance I pop your head off from is of little concern to me. only that you are dead. :D :P


It is important though, in terms of a video game, and it's balance.

#307 Joseph Mallan

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Posted 29 April 2014 - 10:47 AM

View PostNicholas Carlyle, on 29 April 2014 - 10:45 AM, said:


It is important though, in terms of a video game, and it's balance.

I'm here to kill you all. How I do it isn't important to the end goal.

#308 Nicholas Carlyle

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Posted 29 April 2014 - 10:54 AM

View PostJoseph Mallan, on 29 April 2014 - 10:47 AM, said:

I'm here to kill you all. How I do it isn't important to the end goal.


So, you'd be ok with an item that you can equip, which is bound to your...lets say "End" key on your keyboard.

And every time you hit "End", this item blows up the entire opposing team.

All it takes is a module slot, and lets say 1 million c-bills to purchase. Just for S's and G's.

As you said, your goal is to kill the opposing team and it doesn't matter how you do it, you'd love that item and play this game constantly with it, right?

#309 Joseph Mallan

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Posted 29 April 2014 - 11:04 AM

View PostNicholas Carlyle, on 29 April 2014 - 10:54 AM, said:


So, you'd be ok with an item that you can equip, which is bound to your...lets say "End" key on your keyboard.

And every time you hit "End", this item blows up the entire opposing team.

All it takes is a module slot, and lets say 1 million c-bills to purchase. Just for S's and G's.

As you said, your goal is to kill the opposing team and it doesn't matter how you do it, you'd love that item and play this game constantly with it, right?

When I used it I probably would enjoy watching everything blow up. I didn't like Coolant flush but I have several (Unused) I have Arty, Air and UAV... All unused. Arty doesn't work as well as your exaggerated response to my exaggerated claim. :D

#310 Nicholas Carlyle

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Posted 29 April 2014 - 11:18 AM

View PostJoseph Mallan, on 29 April 2014 - 11:04 AM, said:

When I used it I probably would enjoy watching everything blow up. I didn't like Coolant flush but I have several (Unused) I have Arty, Air and UAV... All unused. Arty doesn't work as well as your exaggerated response to my exaggerated claim. :rolleyes:


Well then don't exaggerate!

I understand where you are coming from, but there has to be a point where it makes sense to NOT bring a Strike. And I don't think this is one of those cases where we need to make every other module better.

As I've said...you will literally have to restore Seismic to it's overpowered state before nerfs to make it worth taking over a Strike right now.

Right now, the only reason people don't bring Strikes are below:

A] Boycott (me)
B] Can't Afford (you)
C] Doesn't understand how good they are (a lot of people)
D] Hates that PGI can't be arsed to put in an auto-reload consumable system (some people)

But I mean seriously, when I run pre-mades, the thing that eats up most of my time between matches is waiting for 3 guys to go into UI2.0 and get their consumables reloaded.

It's silly.

#311 MischiefSC

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Posted 29 April 2014 - 11:29 AM

@Joseph -

I'm not saying make Arty/Airstrike weaker.

I'm saying make it take longer between cooldowns so that on occasions when it's a competitive game and everyone brought two it's not this constant spam thing.

That's all.

Less splash would be good; I wouldn't mind a 20x20. I'd get more use out of it - headshots are good for a giggle but rarely come up. Where arty shines is early in the match, stripping armor in prep for a push, blunting another teams push (more hits = more mechs hit = more screenshake and scattered attackers), then mid/late match when people are already damaged and have some exposed components. Then you get that string of 'component destroyed messages' and really should get that cash register CHA-CHING! audio. 20x20 would give more total hits, which I'd appreciate.

More time to delivery is fine - seriously, it takes more than 4 seconds to explain your location and hit coordinates to someone.

Requiring tag.... I dunno about that. In theory I don't mind but then you've got light mechs with limited hardpoints and saying they've got to give up one of their 4 or 6 total hardpoints just to use a module.... nah. I can't get behind that.

Just make it take longer between shots. 4 sec for delivery, 4 sec for impact to finish, then you've literally got a 2 second delay before the next one gets fired. Result? You've got gaps of 6 seconds between strikes for big sections of the game in matches like that. Suddenly it's more about using up the 'window' so the other team can't, etc. It's very meta-gameish. Why can't my arty work at the same time their arty does? Are we all contacting the same neutral third party who's just shelling the shit out of both sides?

I'm not saying make it BOOM less, though it does seem reasonable that it get pulled into line with the other modules. I'd be totally cool with, since we only get 3 slots, the other modules get buffed instead. I dislike that it's flat out superior. While I realize you don't use it, you've been the first to say you don't use stuff just because it's what works :rolleyes: You ever want to learn how to arty-farm, you let me know. My record is 3 kills and a TK with one deployment. We still lost the match; it was one of those balanced games where after 10 minutes my side stumbled and the other team pushed, nobody had armor, etc. They were finishing off our LRM boat Atlas in a big pile. I decided he was viable collateral damage and dropped it on them.

It was hilarious.

I just think it needs more delay so, in situations where everyones got a couple, it's not a constant spam. It's a big boom - it should have weight. Deploying it should matter. When nobody cares about 80k on either side and you're seeing them get dropped on 1s and 2s and you'll have these stretches where it's just this constant rain.... well, it's just annoying. The match is getting decided by *spamming* arty, not effective deployment of it.

Make sense? It's the meta-game of who nabs the 10 second window first. It's not adding to the game, it's detracting from it. It devalues arty deployment.

#312 Frantic Pryde

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Posted 29 April 2014 - 02:05 PM

View PostThe Mechromancer, on 27 April 2014 - 09:20 PM, said:

It's too easy,

If you had to "laze" the drop point, I think it'd be a lot more fair. 2-3 seconds is all.

Or at least let Betty give us a damn warning, because nobody can type fast enough to give a decent warning.

"Pop tarting" or "peek-n-drop" for so much damage with so little risk is a terrible mechanic IMO.

Especially with how some of the maps are designed.

----

As far as "blobwarrior".. That's what ******* happens when lockdown texting is the only form of communication we have!


Pretty much this. It's way to easy to use.

#313 Craig Steele

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Posted 29 April 2014 - 03:57 PM

View PostNicholas Carlyle, on 29 April 2014 - 07:15 AM, said:


Would it matter if I named the guy (I'm not sure he wants his named dragged into this) or provided a screenshot?

Everyone here admits that Strikes are better than every other module, the debate is whether you should buff every other module or nerf them.

The problem is...that would mean doing something like restoring Seismic to it's old levels to start to compete with Strikes.

Or making it so the Hill Climb module let you climb up sheer cliffs.

Or making it so Adv. Sensor makes it so you can cut through ECM entirely.

It would take rediculous upgrades to top an item that can RNG one shot a person or do a ton of damage.

We've been debating this for 10+ pages, why don't you go back and read my other posts. Or better yet, just go away.



I average 100k C-bills per match. And have 40 million c-bills banked. I'm not an amazing player, I'm not a founder, I don't run heros and I don't run premium time.

The price is definitely not a factor.

Free damage, unlimited range, no tonnage. It's stupid.


Well seeing as you are representing it as a fact that this one time, some other guys you know, maybe told me, ergo..... NERF IT, idk, maybe if he felt it was OP he would be in here on the thread expressing his own opinion? But apparently he is not, you are?

As for "everyone here admits that...", I wonder why you need to constantly repeat the same thing over and over if everyone is in agreement with you. Could it be that maybe you're over exaggerating when you say "Everyone".

Wait, seems later on you're throwing around the "exaggerating" word yourself at others.


View PostNicholas Carlyle, on 29 April 2014 - 11:18 AM, said:


Well then don't exaggerate!

I understand where you are coming from, but there has to be a point where it makes sense to NOT bring a Strike. And I don't think this is one of those cases where we need to make every other module better.

As I've said...you will literally have to restore Seismic to it's overpowered state before nerfs to make it worth taking over a Strike right now.

Right now, the only reason people don't bring Strikes are below:

A] Boycott (me)
B] Can't Afford (you)
C] Doesn't understand how good they are (a lot of people)
D] Hates that PGI can't be arsed to put in an auto-reload consumable system (some people)

But I mean seriously, when I run pre-mades, the thing that eats up most of my time between matches is waiting for 3 guys to go into UI2.0 and get their consumables reloaded.

It's silly.


Hello, whats this? A blantant hyperthetical over exaggeration to emphasise your point?

View PostNicholas Carlyle, on 29 April 2014 - 10:54 AM, said:


So, you'd be ok with an item that you can equip, which is bound to your...lets say "End" key on your keyboard.

And every time you hit "End", this item blows up the entire opposing team.

All it takes is a module slot, and lets say 1 million c-bills to purchase. Just for S's and G's.

As you said, your goal is to kill the opposing team and it doesn't matter how you do it, you'd love that item and play this game constantly with it, right?


Oh dear, so you want Artillery Nerfed because some guy "told you" it was OP and you over simplify the issue, over look key factors (that it is actually a one shot per game factor for example) and you Spam down people's responses hysterically with wild exaggerations until they give up and go away.

Jeepers, that sounds like the way you describe me? Maybe you're my alt?

In any case, even though I do disagree with you and Artillery is a nice counter to FLD hill humping tactics, what you are doing with your posts is hurting the constructive arguments others are submitting that supports your cause. Maybe you should take a step back?

#314 WarZ

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Posted 29 April 2014 - 04:37 PM

View PostMischiefSC, on 27 April 2014 - 08:58 PM, said:

It's good to have a module that's really useful but end of the day I find the game less fun for its current inclusion. Maybe double the price? It's a must-have and is pretty much spam in most matches. I get the concept - I do. And in general I approve. Currently though it's rare for me to see a match with less than 6 or 7 strikes. Higher end games are often close to 20 between arty and airstrikes.

Maybe three times the cooldown? A small damage nerf? Something. It's nice that I can trade 40k cbills for 200-400 damage guaranteed in a match regardless of how well or how poorly I play but it's just assumed that you'll see five or six in the first half of the match, with peoples second strikes saved for the last part of the match.

I do not find it a significant improvement in my MW:O experience. Much like the need to pack in ACs/PPCs if I want to run a competitive match (which you don't always) you need to pack and deploy one or two strikes in a match. It's just a given.

Which removes options and depth of play, not adds it. I'd rather it be valuable in the same way UAVs are valuable - in set situations and occasionally.


Current implementation of arty and air is just ridiculous. Its an unnecessarily over powered item, mostly for the fact that you see so darn many used every single match.

One of the worst f'ing elements about it is 90% of the time you dont see it coming. I think theres a bug as well, since within a second of seeing the smoke it's hitting on my screen. However, the smoke lingers for a very very long time after the strike. Almost as if its drawing the smoke animation for me way too late.

On top of a nerf to damage, they really need to add a cockpit bitching betty warning as well. "Artillery Strike Incoming", etc.

Since you never see the smoke and/or dont see it on time, they need to add something more informative.

#315 Mystere

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Posted 29 April 2014 - 06:17 PM

View PostWarZ, on 29 April 2014 - 04:37 PM, said:

Since you never see the smoke and/or dont see it on time, they need to add something more informative.


Don't you think that it is entirely possible that your inability to see the smoke on time is indicative of something on your end?

#316 Monky

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Posted 29 April 2014 - 06:55 PM

The main issue with arty is it's point and click for a lot of damage with a short cooldown and no cost other than a module slot. 12 + 12 per team. To be clear, we're talking arty and air strike here. Add in a guidance package, require tag, whatever. Something.

#317 Praehotec8

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Posted 29 April 2014 - 07:26 PM

I've always thought that using artillery or airstrikes ought to require having a command console installed on the mech, +/- limiting it to one mech per lance or team, mostly for flavor reasons (I'm not military, but how many enlisted personnel can just call in an airstrike whenever they want one?).

The current iterations aren't too bad, maybe a little annoying at times, but I just think these changes would fit better, and incentivize team coordination (and give a use for the command console).

#318 Mystere

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Posted 29 April 2014 - 07:46 PM

View PostPraehotec8, on 29 April 2014 - 07:26 PM, said:

I've always thought that using artillery or airstrikes ought to require having a command console installed on the mech, +/- limiting it to one mech per lance or team, mostly for flavor reasons (I'm not military, but how many enlisted personnel can just call in an airstrike whenever they want one?).

The current iterations aren't too bad, maybe a little annoying at times, but I just think these changes would fit better, and incentivize team coordination (and give a use for the command console).


Mechwarriors are not "enlisted personnel", not even close.

#319 Joseph Mallan

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Posted 30 April 2014 - 04:06 AM

View PostMischiefSC, on 29 April 2014 - 11:29 AM, said:

@Joseph -

I'm not saying make Arty/Airstrike weaker.

I'm saying make it take longer between cooldowns so that on occasions when it's a competitive game and everyone brought two it's not this constant spam thing.

That's all.
*SNIP*
Longer flight times I can agree with. Which is sorta like a longer cool down. Maybe even combine the two! ^_^

View PostMystere, on 29 April 2014 - 07:46 PM, said:


Mechwarriors are not "enlisted personnel", not even close.

Mech Warriors are usually Sgt grade personnel in house militaries. If you read any of the house books...

#320 Joseph Mallan

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Posted 30 April 2014 - 04:10 AM

View PostNicholas Carlyle, on 29 April 2014 - 11:18 AM, said:


Well then don't exaggerate!

I understand where you are coming from, but there has to be a point where it makes sense to NOT bring a Strike. And I don't think this is one of those cases where we need to make every other module better.

As I've said...you will literally have to restore Seismic to it's overpowered state before nerfs to make it worth taking over a Strike right now.

Right now, the only reason people don't bring Strikes are below:

A] Boycott (me)
B] Can't Afford/Don't care to bring 'em (you)
C] Doesn't understand how good they are (a lot of people)
D] Hates that PGI can't be arsed to put in an auto-reload consumable system (some people)

But I mean seriously, when I run pre-mades, the thing that eats up most of my time between matches is waiting for 3 guys to go into UI2.0 and get their consumables reloaded.

It's silly.
I fixed B. Even when I had the cash I didn't bring em. It's just not my style. I might actually launch one someday but like Cool Shots... I forget I have em on my Mech when I get rolling.

In our group its either smoke breaks or drink refreshing that take the most time ^_^





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