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How Do You Really Feel About Artillery Strikes?


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#1 Napoleon_Blownapart

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Posted 13 September 2014 - 07:50 AM

my thoughts


i couldnt find a shorter clip

Edited by Gorantir, 13 September 2014 - 07:51 AM.


#2 AntiCitizenJuan

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Posted 13 September 2014 - 08:00 AM

They're dumb, but not as dumb as they used to be. And not a dumb as they were before that.

#3 Dark Jackal

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Posted 13 September 2014 - 09:00 AM

Reminded me of a quick way to do DPS without having to stick your neck out.

It works for RTS games like Mech-Commander but a FPS game like this not so much as it has a taint of the 'easy button' with it.

Unfortunately, it's here to stay.

Edited by Dark Jackal, 13 September 2014 - 09:01 AM.


#4 Mystere

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Posted 13 September 2014 - 09:02 AM

I find it ok as it is. I preferred it when they had 40 damage.

#5 nehebkau

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Posted 13 September 2014 - 09:02 AM

They are fine if you are aware of your surroundings.

#6 Mcgral18

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Posted 13 September 2014 - 09:05 AM

AC35s falling onto your head. Better hope the RNG gods are in your favour.


They farm damage, and get insta kills.

#7 Jonny Taco

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Posted 13 September 2014 - 09:13 AM

Get rid of it

#8 waterfowl

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Posted 13 September 2014 - 09:14 AM

I think they should require an equipped item (command console?) to use. If that was implemented, then they'd be balanced. As it is there's no reason there shouldn't be 24 strikes a match

#9 M0rpHeu5

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Posted 13 September 2014 - 09:15 AM

I dislike them. They are there to give an unfair advantage to people running prm time and hero mechs couse only them can easily afford them.

#10 Wolfways

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Posted 13 September 2014 - 09:22 AM

I don't mind them, but feel they are maybe a little too common. I would have preferred they were limited to something like the command console.

#11 El Bandito

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Posted 13 September 2014 - 10:30 AM

No auditory warning, infinite range, can one-shot mechs...strikes are better off gone. Fights should be done by mechs.

Part of the reason why any challenge event becomes so unfun to play is due to the abundance of strikes.

Edited by El Bandito, 13 September 2014 - 10:31 AM.


#12 Feetwet

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Posted 13 September 2014 - 10:36 AM

View PostM0rpHeu5, on 13 September 2014 - 09:15 AM, said:

I dislike them. They are there to give an unfair advantage to people running prm time and hero mechs couse only them can easily afford them.


This is kind of the way I feel about it. I can deal with it. The spam gets annoying. Since I am cbill poor and I don't run premium because I can't turn it on and off, I can't bring strikes and make any money. The grind of cbills is bad enough without consumables. I have lance mates sitting on a horde of cbills that bring them all the time because cbills are meaningless to them.

Strikes are the luxury of the 1%. ;-p

S

#13 Viges

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Posted 13 September 2014 - 10:54 AM

This is how I really feel
Spoiler


#14 Appogee

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Posted 13 September 2014 - 11:06 AM

There are cumulatively too many of them in a match. Limit them to three per side.

#15 Dhatman

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Posted 13 September 2014 - 11:10 AM

Make them only usable for lights/meds

#16 Abivard

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Posted 13 September 2014 - 11:19 AM

If they were to do the slightest nerf to them it would make them absolutely not worth equipping.

Anyone posting about having a problem with them, really wants them gone completely from the game and should be ignored.

A mech can now only carry one strike, that was a major victory for the 'common core' type player, but some of us are really ok with taking the training wheels off of MWO play.

#17 Keeshu

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Posted 13 September 2014 - 11:29 AM

I like the concept of the artillery strike (prevents deathballs). However, I do not like that it's a consumable (but i hate all the consumables really).

While I do think Mechwarrior 4 has a lot of flaws, I do think they should go the MW4 route and turn the artillery strike (and other consumables) into a weapon. That way people that have too much money on their hands don't just have an outright advantage over others.
Also. spread out these pieces of equipment through the mechs that do not have ECM. This is one way that makes it so ECM isn't such a huge contributing factor when deciding on which mech variant to take.


Though I will admit whenever I'm done mastering all mechs and have all the modules I need I'll probably use consumables on a regular basis whenever I see the enemy team deathballing so hard that my team would get focused too hard to get anywhere near it. (cause Wynaut? Aside from using artillery being less honorable because of it being an outright advantage)




Of course. I would just prefer if they just made the smoke last longer before dealing it's damage, because even when you are staring at the location where it is, you can't outrun it even if you try to accelerate from standing to running at 100kph. Right now, there's not much of a point to even try getting out of the smoke as you'll get hit before you move out of it.
Either that and/or more warnings for it. Have a BS excuse to put it on the radar because of it's heat signature or whatever. Just something.

Edited by Keeshu, 13 September 2014 - 11:36 AM.


#18 XX Sulla XX

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Posted 13 September 2014 - 11:35 AM

I think they are an important part of the game. They help to spread out death balls and the make teams pay for clumping to much. And over all they are just a good tool. I do believe it was important to limit them to 12 per game.

#19 Dracol

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Posted 13 September 2014 - 11:35 AM

A little over board when everyone was able to take two. But now? They seem in a good place with the reduction in damage they received and equipping restriction. Gives Death Balls some thing to be mindful of.

#20 Goose

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Posted 13 September 2014 - 11:48 AM

<_<

It shouldn't count towards earnings or score; It should do a lot of damage to be a creditable threat; Betty should say something about "nearby red smoke."

That I've had people on TS3 with me whom though I was wasting bandwidth by warning them they had red smoke behind them is … :unsure:





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