Telmasa, on 10 November 2014 - 01:20 PM, said:
How does it possibly add to the flow of a game? Its does the exact OPPOSITE of that - it disrupts the flow, it doesn't enhance it in the slightest.
By disrupting the flow it actually enhances the gameplay by making it more dynamic. If everyone is just running around in a giant death ball dropping some strikes can help reset the momentum in the game. It makes for a more organic match, and that is something many want.
Telmasa, on 10 November 2014 - 01:20 PM, said:
There is absolutely nothing involving skill with pressing a single button, aiming ONE time during a match, or being on the receiving end, seeing the smoke, and either luckily being in a light mech or resigning yourself to your fate.
Knowing when and where to place them for maximum effect is a skill. As is being aware of your own surroundings so as to avoid being a target, and knowing it is time to move when you are a target. As for the exaggeration about only lights being "lucky" enough to avoid them when all mechs are capable all I can say is nice False Dilemma fallacy.
Telmasa, on 10 November 2014 - 01:20 PM, said:
Nothing involving air or artillery strikes, on the sending or receiving end, has anything to do with increasing awareness of surroundings - in fact, it decreases awareness, because that smoke often obscures vision (if you can see it at all), the resulting strikes are overwhelmingly disorienting when they hit, and they completely distract you from the enemy that's likely engaging you face to face at exactly the same time.
The smoke is blocking your view? I guess it shouldn't be too hard to know it is time to move if it is so in your face that it is blinding you.

Is the distraction of it hitting you really an issue when engaging an enemy face to face? I mean if you are face to face wouldn't he be getting hit as well, or do you mean face to face as in you both see each other while trading blows at 600m? Either way I'm not seeing the issue as it doesn't really interfere that much with aim, and does nothing to stop you from moving in whatever direction you choose.
Telmasa, on 10 November 2014 - 01:20 PM, said:
The only way it can be seen as a "plus" is if you make a habit out of abusing it for the gimmick that it is.
The amount of fallacies that apply to this statement is impressive.
Telmasa, on 10 November 2014 - 01:20 PM, said:

Are we really going to play this game?
Telmasa, on 10 November 2014 - 01:20 PM, said:
There is nothing fair or balanced about it - excepting the *one* virtue it has, that everyone has equal access to it. That is the ONE characteristic about it that could possibly fit the definitions of "fair" or "balanced" as taken from any gamer's dictionary.

That "ONE characteristic" is all that really matters as everything else is subjective.
Telmasa, on 10 November 2014 - 01:20 PM, said:
Alot of people on the internet play games and have "fun" by purposefully making full use of 'meta' gimmicks and tricks to achieve overwhelming, unfair advantages over unassuming opponents - the same mindset behind hackers and cheaters that led to the death of games like CounterStrike.
Are you really suggesting people that use meta builds and/or in game items in their intended roll are at some sort of unfair advantage and therefore cheaters? False Equivalence fallacy right there.

I'm having a really hard time taking you seriously right now.
As for Counter-Strike people still play it and its other versions, and while it isn't as popular as it once was keep in mind its 15 years old.
Telmasa, on 10 November 2014 - 01:20 PM, said:
That does not make such selfish interpretations of "fun" justifiable in the slightest.
Moral high ground fallacy.
Telmasa, on 10 November 2014 - 01:20 PM, said:
Wrong again. It can be used up to 12 times per match. (that's 2520 to 4200 potential damage, by the way). The inaccuracy of it is irrelevant, given the splash radius generally makes up for it; no, all that damage is unlikely to be completely focused on a single mech, but it's even odds that at least half that potential damage WILL hit the mech that it was targeted against (again assuming it was properly aimed, not hard to accomplish at all), and it's very likely to hit more than a few mechs that weren't specifically targeted.
I was talking about strikes as an individual player not as a group, but yes the team can use up to 12 per match for a potential 0-4200 damage. The fact that it can miss means inaccuracy is relevant. You may not agree, but you don't get to just hand wave the inconvenient parts of the big picture.
Telmasa, on 10 November 2014 - 01:20 PM, said:
You're also wrong about the GXP, every single weapon now has a "module" available for research that significantly increases its effectiveness, and in fact, most have at least *two*. The only point I will grant you is that none of them would fully add up to the 15,000 GXP needed for the "advanced" strike modules.
I only use modules on a few of my mechs as they are expensive for the small bonus they provide. I guess we will have to agree to disagree on this one.