Is Anyone Else Tired Of Strikes?
#41
Posted 27 May 2014 - 09:04 AM
Thus, they force you over a barrel. Paul laughs at you as you flail in agony and offers to take your credit card. You oblige. You buy premium time.
The cycle is complete.
PGI gets paid more money by suckers willing to shell it out just to keep up the "habit."
Don't give in! (and let them know over and over why you think strikes are broken)
#42
Posted 27 May 2014 - 09:15 AM
Mister Blastman, on 27 May 2014 - 09:04 AM, said:
Thus, they force you over a barrel. Paul laughs at you as you flail in agony and offers to take your credit card. You oblige. You buy premium time.
The cycle is complete.
PGI gets paid more money by suckers willing to shell it out just to keep up the "habit."
Don't give in! (and let them know over and over why you think strikes are broken)
Welcome to artillery warrior online...
Wait?! We have mechs with weapons that need aiming?!?!? When did that happen...?!
#43
Posted 27 May 2014 - 09:18 AM
Dawnstealer, on 27 May 2014 - 07:10 AM, said:
So the OP wants to remove the ability to sometimes be clever from MWO? Hmmm. Sounds bad...
#44
Posted 27 May 2014 - 09:18 AM
Mister Blastman, on 27 May 2014 - 09:04 AM, said:
Thus, they force you over a barrel. Paul laughs at you as you flail in agony and offers to take your credit card. You oblige. You buy premium time.
The cycle is complete.
PGI gets paid more money by suckers willing to shell it out just to keep up the "habit."
Don't give in! (and let them know over and over why you think strikes are broken)
If I knew I had to duel Paul, I would take both arty+airstrike, and bomb him twice... even if his mech corpse is dead, gotta nuke him again to be sure.
#45
Posted 27 May 2014 - 09:21 AM
#46
Posted 27 May 2014 - 09:22 AM
Bhael Fire, on 27 May 2014 - 07:07 AM, said:
And that's the whole point; they are suppose to break up formations and prevent players from camping. Situational awareness is your friend.
Playing with friends helps this, you just hear " Arty!" in the comms and just scatter. If you go alone you die alone.
Mavairo, on 27 May 2014 - 08:01 AM, said:
I also do this, fk the fast runners bringing me down
#47
Posted 27 May 2014 - 09:23 AM
Samziel, on 27 May 2014 - 07:25 AM, said:
Well if an artillery strike is activated to your current location (you are within it's radius) it would inform it. If the game would inform everyone "incoming airstrike" it would just cause chaos and panic to everyone instead of only those who are in its radius.
But do not forget, sometimes moving around in the zone can be worse (you interact with more shells) than just eating the shells that land near/around you.
10 shells randomly placed in a 100m circle means not all areas are as damaging as others. Not knowing where the smoke is, but having Betty yelling at you about "incoming", could send you running into the heart of the strike instead of just staying on the outer edges.
#48
Posted 27 May 2014 - 09:34 AM
Seriously though, I understand how annoying they can be when they are dropping every minute, but I think that is due more to the timing than the basic idea. Maybe up the cooldown timer to two minutes instead of one to slow down their use? Maybe limit players to EITHER one airstrike or arty in a game and not one of each? I think they are still tactically useful, especially for light mechs, but they just get dropped too much. If we could limit how often they drop, I think it would help with the annoyance factor.
#49
Posted 27 May 2014 - 09:37 AM
Maxx Blue, on 27 May 2014 - 09:34 AM, said:
Seriously though, I understand how annoying they can be when they are dropping every minute, but I think that is due more to the timing than the basic idea. Maybe up the cooldown timer to two minutes instead of one to slow down their use? Maybe limit players to EITHER one airstrike or arty in a game and not one of each? I think they are still tactically useful, especially for light mechs, but they just get dropped too much. If we could limit how often they drop, I think it would help with the annoyance factor.
Dont give them any ideas, they are excellent for dispersing those mechs that bunch up, i have atleast an arty on all my builds just for oportunities
Edited by AztecD, 27 May 2014 - 09:37 AM.
#50
Posted 27 May 2014 - 09:43 AM
These consumables are just a cash sink that provide no depth or meaningful gameplay to MWO.
#51
Posted 27 May 2014 - 09:47 AM
At the least your mech should tell you when a strike is coming and highlight the map area.Hell,my tank,well the crew of said tank anyways,(in warthunder) from the year 1943 tells me when arty is inbound on my grid,yet a mech from the 31st century can't?
Not that I think anything will change with them any time soon,but:
-increase time before impact
-increase time between uses
-indicate grid of impact
Then they'd be fine.
Edited by Alexandrix, 27 May 2014 - 09:48 AM.
#53
Posted 27 May 2014 - 09:57 AM
Almond Brown, on 27 May 2014 - 09:52 AM, said:
And pretty much useless as a tool of War.
I'm ok with that.consumables were a stupid idea in the first place.Especially one that can change the course of a battle with one mouse click.
Besides,how is dispersing the enemy campers/formations useless?
At least make them so you have to "laze" the target until impact instead of just poptarting up like a faerie,clicking once,then falling back behind cover.
*also,this isn't war...it's a video game about a fictional war that happens in a fictional future 1000+ years from now *
Edited by Alexandrix, 27 May 2014 - 09:58 AM.
#54
Posted 27 May 2014 - 10:31 AM
Alexandrix, on 27 May 2014 - 09:57 AM, said:
Besides,how is dispersing the enemy campers/formations useless?
At least make them so you have to "laze" the target until impact instead of just poptarting up like a faerie,clicking once,then falling back behind cover.
*also,this isn't war...it's a video game about a fictional war that happens in a fictional future 1000+ years from now *
Not war for you perhaps. The Strikes were set to useless and no one liked them that way. They got buffed and are now in use and again many don't like them that way. Hard to win that game...
Hell, I liked the LRM's better when they were at their fastest. I lost that battle, the War rages on. Win some lose some I guess/hope. LOL!
Edited by Almond Brown, 27 May 2014 - 10:33 AM.
#55
Posted 27 May 2014 - 10:51 AM
Almond Brown, on 27 May 2014 - 10:31 AM, said:
Not war for you perhaps. The Strikes were set to useless and no one liked them that way. They got buffed and are now in use and again many don't like them that way. Hard to win that game...
Hell, I liked the LRM's better when they were at their fastest. I lost that battle, the War rages on. Win some lose some I guess/hope. LOL!
Heh fair enough.
#56
Posted 27 May 2014 - 10:52 AM
#58
Posted 27 May 2014 - 12:08 PM
Almond Brown, on 27 May 2014 - 10:31 AM, said:
Not being able to drop multiples at once was a MUCH needed adjustment. It took care of 99% of my gripes about them. I bet you can guess what that 1% left is... because every once in a while you roll a 1 on a D20 and while that may suck, the fact it has the potential to take out a star player on your team tips it over the scales into OP territory. They should just adjust case to reduce critical damage for the section it is in and allow it to be installed in the head as well. Then that solves the random head shots and certain other weapons that do absurd crit damage for getting 1 point through the armor.
Edited by lockwoodx, 27 May 2014 - 12:09 PM.
#60
Posted 27 May 2014 - 05:50 PM
Nikolai Lubkiewicz, on 27 May 2014 - 05:48 PM, said:
With that in mind though, the question is, what changes would you like to see?
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'm a fan of twice the shells at half the damage. 20 shells at 20 damage each, same potential but no 1 shot killing of the mechs.
Increased global cooldown to 15 or 20 might be nice.
Other ideas included needing TAG to laze the area before bombardment.
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