#21
Posted 27 July 2014 - 08:10 AM
But the ones that do.. then it's time for the tears to fly.
I personally drop them directly on myself when I'm in a Dire wolf. Nothing says "**** you get away from me" like an artillery strike on yourself. You'll get those pests to scatter quick.
#22
Posted 27 July 2014 - 08:14 AM
Koniving, on 27 July 2014 - 07:27 AM, said:
Have the artillery vehicles set up somewhere on the edge of the map. If they get destroyed you lose your artillery. Seems like that would be a good job for light mechs.
#23
Posted 27 July 2014 - 08:15 AM
Rouken, on 27 July 2014 - 08:14 AM, said:
Have the artillery vehicles set up somewhere on the edge of the map. If they get destroyed you lose your artillery. Seems like that would be a good job for light mechs.
Map based objectives? MADNESS!!!!
The competitive community will hear nothing of it or anything that doesn't involve skirmish for the sake of their Epeens.
Edited by lockwoodx, 27 July 2014 - 08:15 AM.
#24
Posted 27 July 2014 - 08:15 AM
Koniving, on 27 July 2014 - 08:10 AM, said:
LOL. These days when I'm in a Dire Wolf I don't need to drop them on myself... the enemy does it for me
In fact, just before I came back to this thread I played a match in it... 4 Arty Strikes in a row exclusively for me. The first three took me down to 60% armor, the 4th one head-shotted me (which is just dumb luck). Even though I saw the smoke immediately (the clever ones put it behind you) you just can't maneuver an unlevelled Dire Wolf out of the way in time to stop them hitting you.
I decided to play Kit Foxes instead.
#25
Posted 27 July 2014 - 08:19 AM
Rouken, on 27 July 2014 - 08:14 AM, said:
Had that thought. Presents a problem. PGI views playing to objectives to be "trolling." It's the semi-official standpoint on players capturing bases. It used to pay, but for a while it'd pay more than what you'd earn for doing all the killing yourself. So they stopped making it pay.
As a result, the easiest way to piss off both teams is to capture the base...creating the very problem they were trying to combat.
And the result? Turrets... but they keep making the turrets easier to kill instead of making winning by base capture to be more rewarding (which would give players a reason to play out roles such as scout -- find where the enemies are coming from. Defender, protect key routes and installations. Support, firing on targets from the rear line. Attacker, someone who seeks out either the base or an enemy force... etc.).
#26
Posted 27 July 2014 - 08:23 AM
lockwoodx, on 27 July 2014 - 07:44 AM, said:
They used to be 40 damage, where they could headshot mechs.
They are now at 35, where they can still headshot mechs.
Nerf did nearly nothing, but it did increase the area/spread of the shells.
#27
Posted 27 July 2014 - 08:28 AM
Mcgral18, on 27 July 2014 - 08:23 AM, said:
They used to be 40 damage, where they could headshot mechs.
They are now at 35, where they can still headshot mechs.
Nerf did nearly nothing, but it did increase the area/spread of the shells.
I was referring to the cool down between multiple strikes actually. The head shotting issue is still there.
#29
Posted 27 July 2014 - 08:33 AM
Mcgral18, on 27 July 2014 - 08:33 AM, said:
They have the same cooldown they've always had? 10 seconds.
No no for the entire team so you don't have multiple pilots layering them. That dookie got so traumatic/problematic the memories are still fresh in some of our minds.
Edited by lockwoodx, 27 July 2014 - 08:34 AM.
#31
Posted 27 July 2014 - 08:35 AM
When we get dedicated consumable slots... it'll get worse.
I think damage needs to drop at least a bit further. Try 30 rather than the 35 they are now and see if that helps.
#33
Posted 27 July 2014 - 08:47 AM
lockwoodx, on 27 July 2014 - 08:35 AM, said:
and my original point stands that it didn't use to be that way, but much worse.
When was this exactly?
I think I remember reading there was a problem with the global cooldown between airstrike and arty...but that was back in 10 damage per shell time.
Pretty sure there has always been a linked global cooldown since the 400% buff.
#34
Posted 27 July 2014 - 08:50 AM
#35
Posted 27 July 2014 - 10:43 AM
#38
Posted 27 July 2014 - 11:09 AM
DuoAngel, on 27 July 2014 - 10:54 AM, said:
They had this thought. Neutralizes the need for them to be consumables.
Also targeting computers go up to 8 tons.
Besides, everyone can equip them.
It won't be anything more than a tonnage tax. At that rate they may as well be a piece of equipment that takes a hardpoint, weight, generates heat, etc.
"Signal smoke launcher. Allows you to fire a signal smoke grenade that sets the target for airbombings and artillery."
#39
Posted 27 July 2014 - 11:24 AM
Koniving, on 27 July 2014 - 11:09 AM, said:
Also targeting computers go up to 8 tons.
Besides, everyone can equip them.
It won't be anything more than a tonnage tax. At that rate they may as well be a piece of equipment that takes a hardpoint, weight, generates heat, etc.
"Signal smoke launcher. Allows you to fire a signal smoke grenade that sets the target for airbombings and artillery."
So?
Try to find at least 1.5 tons on tightly fitted mech for target comp/command console (if I remeber their weight right), especially on a light. Also, you can mount consumable or may not, but only after you install those pieces of equipment.
Yes, everyone can use them ATM and will be able to use them. Can't see a problem here.
Make people sacrifice something to use them - they will think twice.
Also, target comp and command console could be chassis dependent... Just a thought here.
Or, the heavier mech - the heavier target comp needed to unlock strikes. Silly, yet effective.
For now, strikes are just easy dmg and kills with little but no drawbacks.
Edited by DuoAngel, 27 July 2014 - 11:37 AM.
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