Mystere, on 10 November 2014 - 02:09 PM, said:
Either you are being extremely "creative", or you did not understand what WarHippy said:
On second thought, lol on that "creative" part.
I understood him to be completely wrong with the point he was trying to make. Pretty simple.
WarHippy, on 10 November 2014 - 02:58 PM, said:
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.
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.
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.
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.
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.
- "More dynamic gameplay" doesn't occur in a team-based competitive mech warfare game by giving everybody a "summon damage here!" magic card option.
There are plenty other ways to deal with "death-balling" tactics, without resorting to a gimmick.
You know, things like pilot skill and situational awareness that you lot keep bringing up.
- The amount of 'skill' necessary to place an air strike is the same amount of skill necessary to hit a mech with an ER Large Laser *one* time, and not even for the full burn duration.
In other words, not worth considering.
- Assuming that because of your own personal bias, that all mechs must and always be completely able to dodge strikes entirely with relative ease, is the fallacy at work there.
- By the time that smoke pops up, you have less than three seconds to move. Subtract another second or two thanks to latency. Subtract another second, at the minimum, to accelerate/decelerate away from the target area.
For all intents and purposes, that strike is nigh instantaneous.
The only way you're going to escape it, is if it was not aimed at you in the first place (including if it was simply poorly aimed).
- The amount of screen-shake induced by 6 - 10 nearby explosions, as well as the outrageous amount of damage it brings, is naturally going to be a
"distraction" when busy engaging enemy opponents head-on.
- The age of Counterstrike has absolutely nothing to do with the point I made that hackers and cheaters destroyed the wide-spread popularity of that game as an MMO.
- The rest of your post was nothing but more strawman arguments. I have no response to you if you're going to purposefully misrepresent what I've said, like the "hand-waving" bit when I clearly said "
potential damage" in regards to strikes.
- You are clearly mistaken if you think I will be satisfied with "agreeing to disagree" about how strikes currently exist. Why would I have posted in this thread at ALL if that were the case? Please.
Joseph Mallan, on 11 November 2014 - 04:39 AM, said:
Yeah cause I have died 2 whole times from Air/Arty since its been put into play. It's so Overpowered and so easy to use I hardly ever die to it.
Oh, aren't you special. CLEARLY, everybody else playing MWO should step it up to your level, becasue everybody that gets hit by strikes is clearly an incompetent imbecile who can't figure out how to drive their mech.
Happy? Or was that dripping with too much sarcasm?
Joseph Mallan, on 11 November 2014 - 04:46 AM, said:
So my not using it and still thinking its perfectly fine with its use and power doesn't mean a thing? I like it as is all while it IS raining on me. Most the games I paraphrased in my above posts were reactions to weapons fire, not Arty. My normal Arty reactions are, "Smoke! gotta boogie... Missed me" or "Awww, I didn't see that one coming...70% armor left, K. ALPHA, ALPHA, cool down ALPHA ALPHA cool down"
And 8-11 missing cause communication is so helpful getting out of a blast area.

Or how about..."arty strike x 12 on your mech, leaving you with multiple cored sections - then, enemy alpha on you, bang, you're dead before you could do more than 200 damage."
Doesn't even have to be 12 - what if 2 strikes, just by sheer chance, happen to drop two 35-damage shells directly on your CT - or better yet, your rear CT?
Hard to do the "alpha alpha cooldown" refrain if your mech is dead, pal.
Also, communication takes time. By the time someone sees the smoke that you didn't, mentions it on TS, with the extra second-or-two of latency, the strike is already going to be hitting. Something I've told the guys in my unit before, communication about strikes does little more than to warn you to "brace yourself" for the sudden damage.
R Razor, on 11 November 2014 - 04:00 PM, said:
I don't need to "have an argument" as I'm not the one whining for the removal of a part of the game. It works fine as it is, maybe fine tune it by only allowing mechs with a command console to call it in, but the damage is fine. Those of you that don't bother keeping an eye on your surroundings because you're too busy button clicking and tunnel vision staring at whatever you're shooting at deserve to get hammered.
As has been stressed at length, a potential damage of 210-350 damage with zero in-match gameplay drawbacks, is not "fine". It's a cheesey pay-to-win gimmick, and that's putting it very nicely.
4-5 seconds in a mech is next to nothing. That's 1 cooldown on an average large laser.
And really, sue people for shooting at enemy mechs - you know, playing Mech Warrior. Oh, sure, they clearly deserve to be hammered by magically summoned gimp-able amounts of near-instantaneous damage for doing that, because it's dynamic and fun and everybody would obviously love that!
There's nothing reasonable about what you're saying.
Edited by Telmasa, 11 November 2014 - 04:38 PM.