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Is Anyone Else Tired Of Strikes?


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#121 Ultimax

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Posted 28 May 2014 - 08:16 AM

View PostBagheera, on 28 May 2014 - 08:15 AM, said:


Why?

The CC does absolutely nothing in the game currently, and 12 strike matches are boooooooooooooring.


What do you mean why?

3 tons is excessive, and it's extremely unlikely to be the only way to use a consumable that PGI clearly wants as a CBill sink.

Sometimes you need to take into consideration that developers who develop a game have more interests to take into consideration than you the player often do.

Edited by Ultimatum X, 28 May 2014 - 08:17 AM.


#122 Bagheera

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Posted 28 May 2014 - 08:17 AM

Technically, no, you offered an alternative. :ph34r:

#123 Joseph Mallan

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Posted 28 May 2014 - 08:18 AM

View PostBagheera, on 28 May 2014 - 08:15 AM, said:


Why?

The CC does absolutely nothing in the game currently, and 12 strike matches are boooooooooooooring.

The whole point is to increase the opportunity cost of them.

One console one strike? :ph34r:

#124 Bhael Fire

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Posted 28 May 2014 - 08:18 AM

View PostJoseph Mallan, on 28 May 2014 - 08:14 AM, said:

We would need to know the enemy HAS arty to begin with and we would not know that till it has launched. :ph34r:


You're thinking too much about the fluff and not the balance.

As soon as the artillery or air strike is called and the red smoke goes up, the player has 4-seconds to activate the defense module's orbital strike to take out the artillery or air unit before it fires.


Let's not worry about things like the travel time of artillery shells or bombs or other realistic things like physics, because this game starts to fall apart quickly if you go down that path. :)

#125 JimEvolved

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Posted 28 May 2014 - 08:22 AM

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

the question is, what changes would you like to see to improve these systems rather than outright nerf or destroy them?


A max cap per team per match.

#126 Joseph Mallan

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Posted 28 May 2014 - 08:22 AM

View PostBhael Fire, on 28 May 2014 - 08:18 AM, said:


You're thinking too much about the fluff and not the balance.

As soon as the artillery or air strike is called and the red smoke goes up, the player has 4-seconds to activate the defense module's orbital strike to take out the artillery or air unit before it fires.


Let's not worry about things like the travel time of artillery shells or bombs or other realistic things like physics, because this game starts to fall apart quickly if you go down that path. :ph34r:

Its 4 seconds from end of Barrel to our location. I cannot overlook that single point. 4 seconds is flight time only. Sorry but I am what I am, and I do not agree with "make it happen cause" logic. A counter battery can do nothing till it knows the direction of the enemy arty.

#127 Lucian Nostra

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Posted 28 May 2014 - 08:24 AM

At 10 damage a shell they where laughable, at 40 damage a shell they are over the top.

Shouldn't be hard for PGI to play with it to find a happy medium, where people still want to get out of the way of a strike but it doesn't slaughter the enemy team when used in mass like it does now.

Let's face it, the team that drops more strikes is the team that wins and that's total BS in a mech based game..

#128 Wildstreak

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Posted 28 May 2014 - 08:25 AM

Kill two birds with one coding.
Allow Strikes only for Mechs using Command Console.

#129 Biaxialrain

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Posted 28 May 2014 - 08:27 AM

Arty is a crutch, I'm surprised more players aren't bitching about it given all the attention that LRMs get.

Also, there is no camping in MW:O, it's called defending a position, usually one that gives you a tactical advantage. Learn how to play and drop this mindset.

Also, this is not a twitch shooter (yet) such as Hawken, COD, etc.......

#130 Navy Sixes

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Posted 28 May 2014 - 08:30 AM

View PostGyrok, on 27 May 2014 - 07:44 AM, said:

Tell that to an Atlas going 58 kph with a STD 325...in my highlander, I can at least jump jet up and take less damage.

Sorry, Fatlas. You can clear the strike zone (even at 58kph) if you were already moving... you weren't just sitting there turreting, were you? Oh, Fatlas, will you ever learn (2p)?

Strikes are not just to break-up tight formations. They are ridiculously slow-acting weapons that can only effect specific targets that are even more ridiculously slow. Someone was complaining that there's too much emphasis on dealing damage... Here's a prime example of when packing moar weapons at the expense of speed will burn you. No one but those herp-a-derp assaults ever complains about arty/air.

When you run an assault, you've got the most heavily armed and armored mech in the game. You don't have any problems with that, I take it. Unfortunately, this feature also makes it the biggest, slowest bull's eye in the game. If you can't deal with that, don't run an assault.

#131 Bhael Fire

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Posted 28 May 2014 - 08:30 AM

View PostJoseph Mallan, on 28 May 2014 - 08:22 AM, said:

Its 4 seconds from end of Barrel to our location. I cannot overlook that single point. 4 seconds is flight time only. Sorry but I am what I am, and I do not agree with "make it happen cause" logic. A counter battery can do nothing till it knows the direction of the enemy arty.


The flight time is near instant (about fraction of a second)...the 4-seconds is just the prep time it takes for the unit to zero in on the painted target.

The Anti-Battery Defense module knows the location of the battery and/or aircraft as soon as it begins targeting because it's orbital...and it's BattleTech space magic.

#132 Khobai

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Posted 28 May 2014 - 08:37 AM

artillery nerf is coming according to devblog #4

#133 Almond Brown

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Posted 28 May 2014 - 08:41 AM

View Postlockwoodx, on 27 May 2014 - 12:08 PM, 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.


I was more referring to the amount of damage done. Before it was weak sauce, called out as Bad, they buffed and it is again called out as Bad. Needing case in the Head would be over-kill and most would not take it despite its light weight.

I would agree to have the Head be exempt but then that opens the door for other complaints, next Legs, then CT etc etc. That is just the way things seem to go around here.

The odds are 1 in 10 if You stand still in the Drop area. I fond moving around adds more damage as you move into the area of influence of other shells that may have not affected your current area. :ph34r:

#134 Deathlike

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Posted 28 May 2014 - 08:46 AM

View PostKhobai, on 28 May 2014 - 08:37 AM, said:

artillery nerf is coming according to devblog #4


Translation: Possible overnerf incoming!

It's "nice" that it took 7 months for PGI to realize what people have been saying.

Arty/Airstrike buff occurred @ the Phoenix Pack release, for the date of reference.

Edited by Deathlike, 28 May 2014 - 08:47 AM.


#135 Almond Brown

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Posted 28 May 2014 - 08:48 AM

View PostMcgral18, on 27 May 2014 - 05:50 PM, said:


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.


Would that be a needed "personal" TAG, or Communal? The CAT A1\A1(C) would be removed as an allowed Strike carrier if not done with Communal based TAG. Other with just a single energy slot would have to sacrifice that for a TAG as well. Not sure that would be well rec'd. :)

No Headshots. Mech gets hit. Server check is Head=Yes, then damage is reduced to leave just 1 HP on that Head. Done. :ph34r:

#136 Almond Brown

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Posted 28 May 2014 - 08:51 AM

View PostMcgral18, on 27 May 2014 - 06:01 PM, said:


Nope, point and click, infinite range and 10 second cooldown. The longest in the game, for a 400 damage weapon.

Shells drop 4 seconds after the smoke appears.


400 "possible" max. damage. Also the Strikes take 60 seconds to initialize after drop begins.

#137 Almond Brown

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Posted 28 May 2014 - 09:01 AM

View PostDaZur, on 27 May 2014 - 09:16 PM, said:

Strikes are fine... It the 7 - 10 split that really chaffs my arse. :)


Just move that Strike over 2 boards and add slightly more wrist flick on delivery. :ph34r:

#138 Bhael Fire

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Posted 28 May 2014 - 09:02 AM

View PostKhobai, on 28 May 2014 - 08:37 AM, said:

artillery nerf is coming according to devblog #4


Of course...editing an xml file is easier than making an actual counter to arty/air strikes.

Oh well.

#139 Almond Brown

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Posted 28 May 2014 - 09:12 AM

View PostSephlock, on 28 May 2014 - 05:50 AM, said:

Maybe PGI could implement a special Commissar Badge ;)?


Or an set of Achievements.

L1 Arty 1 Strike >200, L2 - >250, L3 - >350. :ph34r:

Air - L1 Air 1 Strike >125, L2 - >225, L3 - >275.

:)

Edited by Almond Brown, 28 May 2014 - 09:59 AM.


#140 Almond Brown

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Posted 28 May 2014 - 09:27 AM

View PostJoseph Mallan, on 28 May 2014 - 07:54 AM, said:

That is the Request portion. Click a radio and give a grid coordinate. It takes a few seconds only. Now the flight time is of interest to me cause as I hear its a constant. Arty is always X maps away. That seems lazy to me.


That is a good point Joe. What if, coding not withstanding, if you drop Arty on yourself (location) it keeps its current 4 second delay to arrive. But for every 250m of added range, the arrival time is increased by X amount.

What X represents could be a Dev decision but 2-3 seconds per 250m would add a reasonable flight time lag when dropped out at >/= 1000m.

4 seconds (sight in time) + 2s per 250m range x 4 (@1000m) = 12 seconds total arrival time. :ph34r:

4s (self)
6s (250m)
8s (500m)
10s (750m)
12s (1000m)
14s (1250m)

Edited by Almond Brown, 28 May 2014 - 09:29 AM.






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