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#41
Posted 10 May 2014 - 08:54 PM
#42
Posted 11 May 2014 - 04:25 AM
Sable, on 10 May 2014 - 08:54 PM, said:
I have yet seen a side that blew 10 Artillery Strikes lose in pugs. Unless it is a 12-0 stomp, it is hard to lose money even after buying a 40k consumable. I personally never went below 30k even in my worst loss.
Edited by El Bandito, 11 May 2014 - 04:26 AM.
#43
Posted 11 May 2014 - 04:43 AM
MrZakalwe, on 10 May 2014 - 08:32 AM, said:
This again? Here I am. Now I'm the one saying "this again".
You are ganna be super duper unhappysauce if they ever add ARROW.
#44
Posted 11 May 2014 - 05:42 AM
Captain Stiffy, on 11 May 2014 - 04:43 AM, said:
This again? Here I am. Now I'm the one saying "this again".
You are ganna be super duper unhappysauce if they ever add ARROW.
Not really- those are heavy and a jump sniper can't carry two of them and full weapons loadout.
#45
Posted 11 May 2014 - 06:26 AM
#46
Posted 11 May 2014 - 06:31 AM
I see the red smoke move a few steps to the right or left and laugh at the dude that just wasted 40k for nothing.
Edited by Flaming oblivion, 11 May 2014 - 06:32 AM.
#47
Posted 11 May 2014 - 06:41 AM
Jherek C, on 10 May 2014 - 10:06 AM, said:
How are you playing conquest?
Take out (damage them up to crit or even leggig) some capturing lights using skillless airstikespam, your team will most likely just win by collected resources.
Stand in the corner of the cap area with the cap node between you and the enemy. Most people will drop the beacon right on the cap node and if you are in the corner you will see the smoke better than if you are dry humping the node.
Situational awareness, my friends.
MrZakalwe, on 10 May 2014 - 10:37 AM, said:
I'm just switched back to my jump sniper and am no longer finding them a problem.
Guess I know the only way to play is still here.
That's not arty's fault, that's the mapmaking they've gone with. Every map is based around an open area in the center. Brawling will be difficult until they come up with non "donut" style maps where you are able to advance through cover.
Hellcat420, on 10 May 2014 - 11:25 AM, said:
That isn't a half bad idea. Things like that could create more phases of combat where different builds / classes excel at different portions of the fight.
El Bandito, on 10 May 2014 - 07:49 PM, said:
http://mwomercs.com/...artillery-like/
15 seconds would make it worthless. Maybe an increase in the time by 1 or 2 seconds for balance's sake, but killing the module is pointless.
#48
Posted 11 May 2014 - 06:55 AM
Flaming oblivion, on 11 May 2014 - 06:31 AM, said:
I see the red smoke move a few steps to the right or left and laugh at the dude that just wasted 40k for nothing.
If they were not overpowered high level clan matches wouldn't be full of them.
That's how competitive level play works. If everybody has one or two they are overpowered.
#50
Posted 11 May 2014 - 07:20 AM
Dracol, on 11 May 2014 - 06:26 AM, said:
The UAV can be shot down though, if you are paying attention. You can't shoot the red smoke and stop arty/airstrike.
#51
Posted 11 May 2014 - 07:29 AM
#53
Posted 11 May 2014 - 07:44 AM
MrZakalwe, on 10 May 2014 - 08:51 AM, said:
Certainly not in the numbers some of the overlord premades drop them in.
Assaulting the crater in Terra Therma has never been so little fun as when artystrike/airstrike after artystrike/airstrike hits your team with no possible retaliation.
I agree completely that mobility needs to be incentivised but I'd do that by slowing projectile speeds rather than having the game decided by who blew more c-bills on offmap artillery.
Jealous much?
Don't stand still. Don't attack from the same old tired positions.
Next figure out what you want. More C-bills? Quit the match and launch in a new mech, trial if needs be. To win? Join a good unit.
Or in other words, stop asking for other people to fix YOUR problems and seek to fix them yourself.
#54
Posted 11 May 2014 - 07:58 AM
Lostdragon, on 11 May 2014 - 07:20 AM, said:
The arty and airstrike can be avoided if you pay attention and don't stand in the same place for long. And just like UAV, those players who don't notice it can pay a heavy price.
#55
Posted 11 May 2014 - 08:11 AM
Dracol, on 11 May 2014 - 07:58 AM, said:
Against good players you don't use Arty/airstrike in hopes of damaging them, you use it to make them give up their position and flush them from cover.
#56
Posted 11 May 2014 - 09:21 AM
Nick Makiaveli, on 11 May 2014 - 07:44 AM, said:
Jealous much?
Don't stand still. Don't attack from the same old tired positions.
Next figure out what you want. More C-bills? Quit the match and launch in a new mech, trial if needs be. To win? Join a good unit.
Or in other words, stop asking for other people to fix YOUR problems and seek to fix them yourself.
You have a fancy banner- been watching or playing high level clan matches lately? 10+ per side?
And you think they aren't broken?
NEWSFLASH- If everybody is using one choice in high level play out of all the many options then that option is overpowered because those are the best players this game has to offer tryharding- they know the game better than me and play it better than me and they are covering the map in them.
At my level it's the same deal but sometimes only one team has them in numbers so that team wins. I understand that you might want to keep your advantage when you are pug stomping but personally I'd like a balanced game.
#57
Posted 11 May 2014 - 09:27 AM
Voivode, on 11 May 2014 - 06:41 AM, said:
It is not going to kill it. Instead it will be used as a displacement tool to scatter the enemy death ball and expose them to friendly fire. Smart pilots, especially in premades can and will take advantage of it.
*Note the "smart" part.
Edited by El Bandito, 11 May 2014 - 09:29 AM.
#58
Posted 11 May 2014 - 10:21 AM
El Bandito, on 11 May 2014 - 09:27 AM, said:
It is not going to kill it. Instead it will be used as a displacement tool. Smart pilots, especially in premades can and will take advantage of it.
*Note the "smart" part.
I'd limit consumables to lights and mediums, myself and limit people to one consumable.
#59
Posted 11 May 2014 - 11:34 AM
Iqfish, on 10 May 2014 - 08:48 AM, said:
They offer a great tactical opportunity.
This is MechWarrior, if you want, you can go back to MW4
Too bad for him, MW4 has arty strikes as well (and they're WAY more OP):
Arty use starting at 2:20
MrZakalwe, on 10 May 2014 - 09:43 AM, said:
Edit: this seems to be true at every level- it doesn't matter if they do the damage directly or if they just flush people out of cover to be endlessly jumpsniped like in high level play the end results is arty/airstrike = win.
Using arty to flush people out: Tactics
Using arty to cover a retreat: Tactics
Using arty to force a meta sniper nest out from a good position: Tactics
I see artillery used as a tool more often than I see it used as a weapon, especially in higher tier matches and 12mans.
For example, let's say on Terra Therma my team occupies the center area, and the enemy team is split up at 2 separate entrances, and they're about to make a coordinated push.
I'll drop an arty well in front of one of those entrances. For all I care it might hit the person closest to it, but the main effect I'm looking for is that I am now delaying half their team from advancing, causing the other half to push into the center unsupported.
Artillery inspires more coordinated team movements, disuades camping, and prevents the game devolving into BlobWarrior Online.
Edited by Aresye, 11 May 2014 - 11:36 AM.
#60
Posted 11 May 2014 - 11:42 AM
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