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Is Anyone Else Tired Of Strikes?
#161
Posted 28 May 2014 - 12:03 PM
#162
Posted 28 May 2014 - 12:04 PM
Bhael Fire, on 28 May 2014 - 12:00 PM, said:
There are 33-36 modules (if you count the MC version) in MWO currently, and 5 more are coming with the Clans. That's over FORTY modules.
Edited by El Bandito, 28 May 2014 - 12:09 PM.
#163
Posted 28 May 2014 - 12:07 PM
Ultimatum X, on 28 May 2014 - 05:48 AM, said:
Actually, as far as I am concerned, it's both stupidly easy to use and stupidly easier to avoid. But, either way, it's a great antidote to things like poptarts and murderballs. And which is why I like strikes just they way they are.
#165
Posted 28 May 2014 - 12:13 PM
Stevie Ray Vaughan, on 28 May 2014 - 12:09 PM, said:
Remember, he's L33T and all, and has yet to be damaged by any strikes!
I said killed.... Never killed by one. I get damaged by them all the time. You don't have to be a good player to move out of the way when you see red smoke.
#166
Posted 28 May 2014 - 12:15 PM
Edited by Sstaan, 28 May 2014 - 12:16 PM.
#167
Posted 28 May 2014 - 12:16 PM
Joseph Mallan, on 28 May 2014 - 08:14 AM, said:
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And that's the way I would like it to be. In other words, the counter should only be effective after the first strike. That also means if you want to counter both artillery and air strikes, then you need to bring both counters.
Bhael Fire, on 28 May 2014 - 08:18 AM, said:
No. See above.
Edited by Mystere, 28 May 2014 - 12:18 PM.
#168
Posted 28 May 2014 - 12:18 PM
Sstaan, on 28 May 2014 - 12:15 PM, said:
Took them long enough. Any competent balance director would have done that within a month after the 40 damage buff, or failing that, after the first faction tourney. But we are stuck with Paul...
Edited by El Bandito, 28 May 2014 - 12:20 PM.
#169
Posted 28 May 2014 - 12:21 PM
Biaxialrain, on 28 May 2014 - 08:27 AM, said:
And I want the ability to force the enemy to rapidly vacate -- or else -- their current position, precisely one of the things artillery is good at doing.
#170
Posted 28 May 2014 - 12:24 PM
Mystere, on 28 May 2014 - 12:21 PM, said:
And nerfing the damage to as low as 20 will not change that. It will still make the enemy vacate the premises unless they like getting pounded by AoE AC20--but it will bring it more in line with other popular modules.
Also, I know you personally advocate Artillery Strike to have "realistic damage" (because it is an arty!) but that's just silly and unbalanced without adding in "realistic flight time"(because it is an arty!).
http://mwomercs.com/...artillery-like/
Edited by El Bandito, 28 May 2014 - 12:28 PM.
#171
Posted 28 May 2014 - 12:36 PM
El Bandito, on 28 May 2014 - 10:54 AM, said:
In other words, instead of improving the other modules, you want all modules to equally suck instead. Now that's a really good solution. In fact, why don't we make all weapons fire for 1 damage. That should eliminate most if not all weapon balance problems.
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#172
Posted 28 May 2014 - 12:40 PM
Mystere, on 28 May 2014 - 12:36 PM, said:
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I am just being realistic about the time and effort it requires for PGI to buff other 34 modules to the level of strikes, as opposed to nerfing 2 modules only. Apparently you are not.
Plus, your weapon comparison makes no sense. Modules are supposed to have much much less effect on the gameplay than weapons. Yet we have strikes that causes more damage than many players' damage output in a match.
Edited by El Bandito, 28 May 2014 - 12:42 PM.
#174
Posted 28 May 2014 - 12:42 PM
#175
Posted 28 May 2014 - 12:45 PM
WarHippy, on 28 May 2014 - 12:42 PM, said:
That's a personal opinion. I personally will still take the strikes on my mechs even with 10 second arrival time, or lower damage, because the displacement factor is invaluable.
Edited by El Bandito, 28 May 2014 - 12:48 PM.
#176
Posted 28 May 2014 - 12:46 PM
#177
Posted 28 May 2014 - 12:50 PM
El Bandito, on 28 May 2014 - 12:24 PM, said:
At only 20 damage and with no possibility of getting killed via a rare headshot, I'd probably risk it if I were riding anything other than a light, especially if that meant I get to keep my tactical advantage.
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El Bandito, on 28 May 2014 - 12:24 PM, said:
http://mwomercs.com/...artillery-like/
If you are implying that I am being extremely consistent with strikes, then all I can do is thank you for acknowledging it.
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#178
Posted 28 May 2014 - 12:52 PM
Mystere, on 28 May 2014 - 12:50 PM, said:
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As if only one enemy brings a strike in a 12 v12 match. Hell, my meta DS has both strikes equipped, because they are that good.
I'm basically saying that you have very unrealistic expectations and over simplistic views. No matter, the arty strike damage and concentration nerf is coming.
Edited by El Bandito, 28 May 2014 - 12:55 PM.
#180
Posted 28 May 2014 - 01:02 PM
El Bandito, on 28 May 2014 - 12:45 PM, said:
That's a personal opinion. I personally will still take the strikes on my mechs even with 10 second arrival time, or lower damage, because the displacement factor is invaluable.
It really isn't opinion, or at least not the lower damage part because we have had lower damage before and almost nobody used them because they were junk even at 30 damage. That is why they upped it to 40 to begin with. As for arrival time that isn't the same as a longer cool down that I mentioned, but even then a long arrival time will also make them pretty pointless for anything other than a few seconds of making the enemy shift position in particular when it is rather easy to avoid as is.
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