I don't think strikes should be nerfed, they SHOULD be devastating when they hit. But having no limits on the number of strikes is off putting.
There should be a limit on the number of strikes a team can activate. Even if all 12 players packed strikes, it cannot be activated after the limit has been reached.
bump......
Limit On Artillery/air Strikes
Started by ImperialKnight, May 24 2014 06:09 AM
10 replies to this topic
#1
Posted 24 May 2014 - 06:09 AM
#2
Posted 24 May 2014 - 08:59 AM
I seldom if ever see artillery strikes, or even air strikes used.
#3
Posted 24 May 2014 - 09:44 AM
I think putting a hard limit on the total amount of strikes a team can use per game is going to encourage poor behaviour in pugs. People will be pressed to use their ones first at the start of the round, before someone else gets in before them. I think a better way would be to put a team-wide cooldown on strikes (say, 2-3 minutes per type). That way anyone who brings a strike will get at least a chance to use them, but a team won't be able to spam them.
Edited by Skiddlywibble, 24 May 2014 - 09:46 AM.
#4
Posted 24 May 2014 - 09:05 PM
Skiddlywibble, on 24 May 2014 - 09:44 AM, said:
I think putting a hard limit on the total amount of strikes a team can use per game is going to encourage poor behaviour in pugs. People will be pressed to use their ones first at the start of the round, before someone else gets in before them. I think a better way would be to put a team-wide cooldown on strikes (say, 2-3 minutes per type). That way anyone who brings a strike will get at least a chance to use them, but a team won't be able to spam them.
This. Your team can call on air support from 1 air squadron or artillery battery
#5
Posted 26 May 2014 - 01:33 AM
I'd be happy if they just linked them to requiring a Command Console being equipped.
#6
Posted 26 May 2014 - 04:39 PM
I would be fine if they increased the delay, so that the smoke would be visible for 10 seconds before the damage started raining down.
They keep their value as a cover / cluster buster,but give some actual counterplay for anyone slower than a Cicada.
They keep their value as a cover / cluster buster,but give some actual counterplay for anyone slower than a Cicada.
#7
Posted 27 May 2014 - 04:05 PM
Linking them to Command Console is a good suggestion.
I also think globally increasing the cool-down would be helpful, to perhaps a full minute each. They're a big fun-killer and tend to be abused in score-based events like the one we just had this weekend.
I also think globally increasing the cool-down would be helpful, to perhaps a full minute each. They're a big fun-killer and tend to be abused in score-based events like the one we just had this weekend.
#8
Posted 28 May 2014 - 08:23 AM
They should just take them out of the game entirely. They go against what I believe is the core of the game, mechs fighting mechs and the best loadout with the best pilot wins. I believe that most players want to play to find that perfect mech for them, gear it out, and test their skills against other players. These let anyone with 40k and a home button on their keyboard turn the tide of battle even if they can barely keep their mech walking straight. It is a slap in the face to anyone that really wants to play the game for what it should be.
#9
Posted 28 May 2014 - 08:29 AM
I think there should be 4 strikes max per team, per game. Attempting to use an un-consumed strike after the four have been used would trigger some Betty dialogue like "Artillery Battery Unavailable" and when reloading "Artillery Battery Reloading"
-They cannot be fired at the same time.
-Airstrikes should make a distant firing noise, so everyone knows they're coming (just not where, unless they see the smoke)
-You should need to be firing TAG for 3 seconds on an area when you hit the "Call Airstrike" key. This at least means that the ability to use a strike requires another crit slot and hardpoint.
-They cannot be fired at the same time.
-Airstrikes should make a distant firing noise, so everyone knows they're coming (just not where, unless they see the smoke)
-You should need to be firing TAG for 3 seconds on an area when you hit the "Call Airstrike" key. This at least means that the ability to use a strike requires another crit slot and hardpoint.
Edited by xeromynd, 28 May 2014 - 08:32 AM.
#10
Posted 28 May 2014 - 08:36 AM
Set total max strikes per game to 2 arty and 2 air. Both can be only used from a mech with a command console.
#11
Posted 30 May 2014 - 11:40 AM
Honestly. I feel like the mech with the strikes or artillery should either have a large beacon planted on it, so that mechs can target that mech - or it should have a longer delay time.
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