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Is Anyone Else Tired Of Strikes?


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#201 highwayman1981

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Posted 28 May 2014 - 03:23 PM

View PostBhael Fire, on 27 May 2014 - 07:23 AM, said:


That was why I said having situational awareness is necessary.

I have never been killed or seriously damaged by a strike. Ever.

The reason people get killed or seriously damaged by them is because they are not paying attention or they are piled up so closely on each other they can't move out of the way in time.


I agree, though i have been damaged enough to peel armor and lose an arm when i was standing in the smoke(i was in a medium). They are not overpowered, and in this game you have to move to live. If you stay still all the time you're going to get killed regardless, airstrike or no.

#202 El Bandito

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Posted 28 May 2014 - 03:23 PM

View PostNikolai Lubkiewicz, on 27 May 2014 - 05:48 PM, said:

I've seen a neat one so far about more warning, are there other ways in particular that it disturbs gameplay or seems to make things unfair?


How about the fact that it eclipses almost all other modules and is choking variety? As hot running as my Dragon Slayer is, I prefer to use both strikes instead of coolshots and get far better results that way.

Hell, if I can pack another strike in my third module slot, I'll dump even my 4X Zoom!

Edited by El Bandito, 28 May 2014 - 03:50 PM.


#203 NKAc Street

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Posted 28 May 2014 - 04:10 PM

View PostFunkadelic Mayhem, on 27 May 2014 - 07:37 AM, said:

there is no difference in dropping a arty behind people who dont watch their backs or a noisy cricket sneaking up and firing off 4 PPCs into someones back or 1 into 4 peoples backs.


LMAO , Sure there is, you don't have to sneak up on someone to drop an arty. If you can pick a point with your mouse, you can drop a strike.

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For that matter there is no difference in an arty to people who dont watch their backs and a good flank while the enemy is chancing squirrels.


LMAO, while squirrel chasers often lose games, there is nothing to compare, you do not need some tactical flank to drop a noob strike.


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No you cant watch your back 100% of the time. BUT NO ONE CAN. EVERYONE can get arty or air.


Sure they can, but lets drop the idea that it compares to some kind of skill set because they don't.




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There is nothing unfair about it. Just because johnny can run a mile in 5 min and you can run it in 20 does not mean you need to have the coach take johnnys k-mart XJ-9000 shoes from him.


I've always presented the idea that it is about game play, remove the ability for an arty to head shot a mech and drop the damage to 25 per shell, then the problem is solved.

Of course people will whine about that too, but that is a proposal. You are still not going to want to stand around and get hit by one. But, slow mechs that aren't going to get out of the way in time even if they see he smoke aren't going to be heavily damaged just by a point an click.

The fact that people have to pretend arty strikes are skill sets says it all PGI.

#204 Mystere

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Posted 28 May 2014 - 04:50 PM

View PostNikolai Lubkiewicz, on 27 May 2014 - 05:48 PM, said:

On one hand, arty and air strikes are designed to provide temporary area of denial effect on the enemy. On the other hand, the raising concerns regarding whether or not they are OP warrant investigation. And indeed, calling in a danger close strike on oneself in a last ditch effort to hurt the enemy is a legitimate and darn cool tactic...

With such purposes and examples in mind though, the question is, what changes would you like to see to improve these systems rather than outright nerf or destroy them?

I've seen a neat one so far about more warning, are there other ways in particular that it disturbs gameplay or seems to make things unfair?


I would suggest changing the mechanic from red smoke to 3-5 seconds of TAG + time of shell/aircraft travel. But whatever the change may be, I would like to stress that changing their damage potential (i.e. possibility of getting killed by a direct hit to the face) should probably not be one of them. The (apparently) severe psychological impact of such a damage potential is what makes them feared and what makes me want to use them. Remove that and you make them undesirable, as far as I am concerned anyway.

And frankly, I couldn't care less if you removed their effects from player stats. That is not what I use them for anyway.

Edited by Mystere, 28 May 2014 - 04:52 PM.


#205 Gyrok

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Posted 28 May 2014 - 04:52 PM

View PostMystere, on 28 May 2014 - 04:50 PM, said:


I would suggest changing the mechanic from red smoke to 3-5 seconds of TAG + time of shell/aircraft travel. But whatever the change may be, I would like to stress that changing their damage potential (i.e. possibility of getting killed by a direct hit to the face) should probably not be one of them. The (apparently) severe psychological impact of such a damage potential is what makes makes me want to use them. Remove that and you make them undesirable, as far as I am concerned anyway.

And frankly, I couldn't care less if you removed their effects from player stats. That is not what I use them for anyway.


Well, looks like you will not be using them anymore...they are getting nerfed :D

#206 Mystere

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Posted 28 May 2014 - 05:26 PM

View PostGyrok, on 28 May 2014 - 04:52 PM, said:

Well, looks like you will not be using them anymore...they are getting nerfed :D


Well, it would really depend on whether or not people will still fear them. :lol:





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