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How Does It Make Sense To Get Headshotted By Artillery In A Direwolf/warhawk Etc


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#21 Mcgral18

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Posted 25 September 2014 - 08:56 AM

View PostSatan n stuff, on 25 September 2014 - 08:49 AM, said:

Sure, just place a strike below a platform, the shells will hit directly above the smoke. I abuse this all the time to sneak in some solid hits, today I placed a strike on the tower by the citadel helipad on river city, it took a solid chunk out of the guys in the water around it, they never saw it coming.


HPG and Crimson are pretty good for this as well.

#22 Moonlander

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Posted 25 September 2014 - 09:06 AM

I was pushing out of the tunnel with my entire team on Forest Colony last night in my DDC and I intended on throwing the Arty on them, well, amidst all the incoming firepower and getting rocked, I dropped it on myself... and what do you know? I killed myself with it. The enemy team had already fallen back and I would of survived buuuut... oh well! It was fun and we won..

It happens. It's frustrating. But people always coming to the forums because a small amount of RNG happens in a match, gets old. I've only been around a short period of time but it feels like every hour, someone has something they wanted removed/nerfed because they had 1 bad experience. I used to think it was bad in other games but I think it's much worse in MWO.

Those of you who do this are lucky you're dealing with MWO dev's and not many dev's of other games. Most of them would tell you to get lost... after they embarrass you on a forum or Twitter.

#23 Bhael Fire

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Posted 25 September 2014 - 09:06 AM

While I understand what the OP is saying about mechs with hoods, I think there's absolutely nothing wrong with strikes. You just have to stay alert and move your ass when you see that red smoke plume.

#24 Revis Volek

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Posted 25 September 2014 - 09:09 AM

View PostAleski, on 25 September 2014 - 03:33 AM, said:


I'm not sure if the strikes come straight down or not. Can we see it in game? :huh:



The strikes DO not come straight down....the magically appear as if they were dropped from the sky but there is no shell dropping to dodge or anything like that. Just magical explosions on the ground and in your cockpit apparently lol! There is no Trajectory at all if the shells do not exist.

Edited by DarthRevis, 25 September 2014 - 09:10 AM.


#25 Torgun

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Posted 25 September 2014 - 09:12 AM

All the pointless "it's real" arguments aside, from a gameplay aspect it's just total BS in a game with no respawns. But since it'll sell more strikes (MC or CBill sink, both PGI think will make them more money) if you can get lucky and get an instant kill with it, it's just going to persist.

#26 Killstorm999999

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Posted 25 September 2014 - 09:14 AM

Artillery headshots are just one random thing that can really swing a match in favor of the other team. If PGI is against weapon spread because its a random element, why allow the chance for random headshots from artillery? This is just a game afterall! No need for such gritty and unfortunate things to happen.

#27 Fut

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Posted 25 September 2014 - 09:18 AM

The problem with removing Headshots from Strikes, is that it sets a dangerous precedent where things can happen/not happen because of Magic or something. It just doesn't make sense that the Strikes would be able to hit ever location on your Mech except for the head.

What's next, KitFox pilots complaining that their ECM/AMS arm has been removed by a Strike? "Well headshots were removed! I don't think it's fair that an RGN can take my main attribute like that!"

#28 Khobai

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Posted 25 September 2014 - 09:19 AM

Its a simple fix. Just reduce artillery damage to 32. Then it cant headshot.

#29 Joseph Mallan

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Posted 25 September 2014 - 09:22 AM

View PostKhobai, on 25 September 2014 - 09:19 AM, said:

Its a simple fix. Just reduce artillery damage to 32. Then it cant headshot.

However 2+ can still head shot a player, and much crying will continue until such a time as no player can die in game cause being beaten no matter how is obviously to much for some players to handle!

#30 Bilbo

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Posted 25 September 2014 - 09:23 AM

View PostKhobai, on 25 September 2014 - 09:19 AM, said:

Its a simple fix. Just reduce artillery damage to 32. Then it cant headshot.

Maybe less often, but I doubt everyone who has complained about it was one shot anyway. They most likely were dumped on by the RNG gods and were standing at a convergence point of two or more shells.

#31 Túatha Dé Danann

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Posted 25 September 2014 - 09:24 AM

The chance for an ammo explosion is also rolled by RNG by the location. The chance for your Ultra-ACs to jam is also RNG. Arty is RNG. I don't mind it. While you could improve the mechanic here and there, its okay in general. The last time I got headshotted by an arty is about half a year away and I've eaten about 500 of these things since then.
Btw, that headshot was in a Jenner.

edit: One could just add a damage radius, making an increased range buff for the head location, so that it just eats up 15 at max. But other than that, this would also mean, that the legs would be damaged more than anything else - which would seem logical, but is not really the best thing for this game to be honest. Still, legging a Light with an arty... why not?

Edited by Túatha Dé Danann, 25 September 2014 - 09:26 AM.


#32 Khobai

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Posted 25 September 2014 - 10:00 AM

Yeah but either way artillery damage should be reduced because players spam artillery like crazy.

#33 Bilbo

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Posted 25 September 2014 - 10:03 AM

View PostKhobai, on 25 September 2014 - 10:00 AM, said:

Yeah but either way artillery damage should be reduced because players spam artillery like crazy.

The perils of standing still or moving as a herd.

#34 Khobai

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Posted 25 September 2014 - 10:06 AM

Quote

The perils of standing still or moving as a herd.


Except some mechs like the dire wolf move so slow that even if you see the smoke its impossible to avoid getting hit. There is nothing fair about being one-shotted by artillery you cant possibly avoid. So lowering the damage from 35 to 32 seems entirely reasonable to me.

Also consider that if every player is spamming artillery to the exclusion of other consumables it means artillery is way too good compared to other consumables. In order for other consumables to get considered as alternatives, artillery has to be nerfed. Its not only a matter of balancing one-hit kills but also a matter of balancing consumables so all of them are equally worth using.

Edited by Khobai, 25 September 2014 - 10:15 AM.


#35 occusoj

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Posted 25 September 2014 - 10:14 AM

Quote

You just have to stay alert and move your ass when you see that red smoke plume.

Some mechs, like stock stalkers, DWs, some AS7 builds,... cant escape it. Even if youre lucky enought and the strike wasnt placed behind you it lands faster than you can run away.
Constand 360 degree vision doesnt work, not even a rear view (module maybe) is available. So unless one constantly spins around, strikes are free dmg. Some reward, no risk. No closing the gap to get into range, no beam duration, no counter like ecm, no tonnage required to equip, just free dmg.

Coupled to a RNG that decides if you get instagibbed or not, thats the really bad part. RNG that decides over life or death has no place in a game like WMO in my opinion.

#36 Bilbo

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Posted 25 September 2014 - 10:15 AM

View PostKhobai, on 25 September 2014 - 10:06 AM, said:



Except some mechs like the dire wolf move so slow that even if you see the smoke its impossible to avoid getting hit. There is nothing fair about being one-shotted by artillery you cant possibly avoid. So lowering the damage from 35 to 32 seems entirely reasonable to me.

Also consider that if every player is spamming artillery to the exclusion of other consumables it means artillery is way too good compared to other consumables. In order for other consumables to get considered as alternatives, artillery has to be nerfed. Its not only a matter of balancing one-hit kills but also a matter of balancing consumables so all of them are equally worth using.

I move the same speed in my Atlas. I usually have no trouble marching it's fat *** out of the AOE.

#37 Torgun

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Posted 25 September 2014 - 10:17 AM

View PostFut, on 25 September 2014 - 09:18 AM, said:

The problem with removing Headshots from Strikes, is that it sets a dangerous precedent where things can happen/not happen because of Magic or something. It just doesn't make sense that the Strikes would be able to hit ever location on your Mech except for the head.

What's next, KitFox pilots complaining that their ECM/AMS arm has been removed by a Strike? "Well headshots were removed! I don't think it's fair that an RGN can take my main attribute like that!"


You mean like how streaks don't ever hit the head? That train left the station ages ago.

In reality it's strikes themselves that are the dangerous precedent by incorporating headshots through RNG.

Edited by Torgun, 25 September 2014 - 10:22 AM.


#38 DAYLEET

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Posted 25 September 2014 - 10:19 AM

Arty is too big of a damage multiplier, everyone should carry one it's only 40k cbills per match. When 24 arty drop every match and the forum is nothing but post about it i am pretty sure it will get a revamp to make it less stupid. Remember, if you hate something in an online game, abuse or it wont get fixed. You can spare the 40k.

#39 Khobai

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Posted 25 September 2014 - 10:20 AM

Quote

I move the same speed in my Atlas. I usually have no trouble marching it's fat *** out of the AOE.


Lies. If you have a 300 engine in an Atlas theres no way you can get out of artillery thats dropped on top of you in time. Most Atlases run 325-350 engines for a reason. Because the bigger engine lets them avoid artillery as well as torso twist faster.

Quote

Coupled to a RNG that decides if you get instagibbed or not, thats the really bad part. RNG that decides over life or death has no place in a game like WMO in my opinion.


This too. If we had respawns dying to RNG would be one thing. But without respawns there should be no RNG deaths. RNG aside, there should be no one-hit kills either. Mechs like the Locust should have some kindve one-hit kill protection. Theres no point in playing a Locust if the first pinpoint alpha that hits you kills you.

Edited by Khobai, 25 September 2014 - 10:24 AM.


#40 Mystere

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Posted 25 September 2014 - 10:21 AM

View PostKhobai, on 25 September 2014 - 09:19 AM, said:

Its a simple fix. Just reduce artillery damage to 32. Then it cant headshot.


I targeted a player once with artillery. He was already in bits and pieces and is a broken screw away from death. Yet, he still bitched and moaned after being killed.

No, the QQ will never stop. Keep the damage where it is.





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