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Arty And Air Strikes Are In Desperate Need Of A Nerf


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#321 Voivode

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Posted 13 November 2014 - 10:41 AM

View Post3rdworld, on 13 November 2014 - 10:31 AM, said:



What about it is a lame mechanic for a module to do damage or have a significant effect on a match?


Range modules, cooldown modules, the wallhack seismic module, radar deprivation causing instant lock-loss, cool shots that are like saving throws for shutdowns, a UAV that overrides ECM and provides LRM locks and risk free scouting....

ALL of the modules have a significant impact on the game. I for one like the modules. It adds a layer to the game that is a nice touch.

#322 WarHippy

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Posted 13 November 2014 - 11:47 AM

View Post3rdworld, on 13 November 2014 - 10:31 AM, said:



What about it is a lame mechanic for a module to do damage or have a significant effect on a match?


You would then fall into the first one since you don't like it.

#323 3rdworld

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Posted 13 November 2014 - 12:44 PM

View PostWarHippy, on 13 November 2014 - 11:47 AM, said:


You would then fall into the first one since you don't like it.



And means both are true. I do use them, but don't like them. So I cannot fall into a category of Don't use them and Don't like them.

Edited by 3rdworld, 13 November 2014 - 12:45 PM.


#324 WarHippy

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Posted 13 November 2014 - 12:53 PM

View Post3rdworld, on 13 November 2014 - 12:44 PM, said:



And means both are true. I do use them, but don't like them. So I cannot fall into a category of Don't use them and Don't like them.


Yes, well I didn't really take it literal, and instead as more of a list as apposed to specific qualifiers since it wasn't particularly well written.

#325 R Razor

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Posted 13 November 2014 - 03:48 PM

View PostJoseph Mallan, on 13 November 2014 - 09:56 AM, said:

I just started using more than Radar/Data Improvements and Zoom. those were my only 3 for the better part of 2 years now.
...
Are there more? :huh:



A few...........but then you must take into account that you didn't post something asinine like the fella I quoted did..........

#326 Shalune

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Posted 13 November 2014 - 03:55 PM

Forget nerf. They don't belong in the game in their current state.

It's bonus, low skillcap damage that has no heat, weight, or space penalty. Nor are there any restrictions on who can use them. If you want to be 100% effective there's no good reason for every mech not to carry 1. Lights can place them with minimal risk to themselves, and - again - without sacrificing anything in their mech loadout.

Artillery spam is like grenade spam in shooters. It requires relatively little skill, can be difficult to avoid, it's not interesting, it's frustrating to players, and worst of all there's no reason not to do it.

#327 Mystere

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Posted 13 November 2014 - 04:07 PM

View PostWarHippy, on 13 November 2014 - 10:11 AM, said:

I just have a really hard time believing you. I have never been headshot by one. If you are actually being truthful I am either absurdly lucky(checking lottery tickets now), or you are insanely unlucky(might I suggest wrapping yourself in bubble wrap for protection!).


I've been barreling through the red smoke for weeks now instead of avoiding it and I have been killed only once. So either I am a really special snowflake or someone here is a really unlucky *******.

#328 InspectorG

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Posted 13 November 2014 - 04:37 PM

View PostJoseph Mallan, on 13 November 2014 - 07:26 AM, said:

Yeah but with my Perks I only seem to need a 3 in my Atlas.


Use a Hafling as a pilot you get +5 to dodge and +5 to save versus projectiles. Min/Max bizzatch!

#329 SharpCookie

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Posted 13 November 2014 - 06:54 PM

View PostWarHippy, on 13 November 2014 - 10:06 AM, said:


Lasers need to be changed. They are too easy to use, do too much damage, and cost too little. I see lasers used in every single match. I see them used by players in a 1v1 brawl trying to get in more damage.

I know they have a role in the game, but it needs more cost, risk, and skill to use. Point and click from almost as far as you like. That's more easy mode than LRMs...


1/10 on the troll meter. I'll bite.

Last time I checked, lasers require holding onto target for 0.5-1.5 seconds! That's 10+ times longer than required for a strike! Lasers also require critical slots, tonnage, and generates heat! A strike takes any of that? Not even remotely close. Pay the small c-bill cost, then go to town and profit.

Strikes are only used as extra damage against single or small groups. I heard some defending strikes as a way to scatter campers, but they don't hit often when used for that purpose. Strike use has shifted towards engaged and distracted targets to maximize damage. I use strikes while my weapons are on recycle / cooling down just for the extra damage. They're always too busy trying to shoot me to look away to notice the smoke to their side/behind.

I would like to see strikes require a 2 second hold on the same location AND display a green laser beam (like TAG) from the source.

#330 Nightmare1

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Posted 13 November 2014 - 08:30 PM

View Postgrievoussmaug, on 05 November 2014 - 07:56 PM, said:

TL;DR: Nerf arty and air strikes to 15-20 damage per shot and significantly increase cost per module. these are designed to soften up targets, not kill them.

so. arty and air strikes are obviously quite overpowered. they can kill a fully armored mech, and, when your team drops 2 consecutively, can kill your whole team. this consumable shouldnt have that kind of power. i was in a match where there was 11 of us left and 3 enemies left. they dropped 3 artys consecutively while we were grouped up and killed all 11 of us. these consumables need to be nerfed to either 15 points, 20 MAX per round and tripled in price. people shouldnt have the ability to kill a whole team with 3 of these modules nor should they need to rely on them to win. its a support item. its supposed to soften up mechs, not kill them. now i can understand if a mech is stripped of armor and gets destroyed by one, but when im in a fully armored atlas and get hit in the head by 2 of the shots and i get killed, that is unnacceptable.


I took three hits from a single arty in my HBK the other night. Didn't even open my armor. Hard to call that OP. Another night I played 14 matches straight and only got hit by strikes twice (again, neither opening my armor), both of which were separated in different matches. Hard to call that OP.

Actually, since the nerfs awhile back, strikes have become rather tame, especially Air Strikes (those are almost laughable!). Individually they aren't much of a threat. It's when teams bring 12 to the table that they become a problem. Rather than nerfing them through the floor, PGI should just restrict the number of strikes to three per team, usable only by lance leaders.

Oh yeah, you should learn to maneuver too. I've successfully piloted a Dire Wolf clear of a strike zone, so I know it's possible to evade them if you are alert and keep moving. Stationary pilots are practically begging for Red Team to strike them, shoot them, or walk up and write insults in the grime on their windows. Bottomline, stay alert and stay mobile.

Finally, don't bunch up! That's also begging for strikes, and it cuts down on your team's maneuverability and lines of fire. Stay together but don't crowd. I usually tell my pilots to stay about 50 - 100 meters apart as best as possible so that friendlies have room to maneuver and fire. Rolling death ball does not mean you literally have to become a rolling ball of Mechs that dies. Just stay grouped up and moving together and you'll be fine.

Overall, I'm really getting tired of folks posting up these "I got my butt killed by this game feature, please nerf it!" threads. There's one for nearly everything in this game except Flamers and Machine Guns. Heaven help us all if PGI buffs those; the Griefers will be out in force demanding they be nerfed back down!

#331 Mechwarrior Buddah

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Posted 13 November 2014 - 08:56 PM

View PostR Razor, on 13 November 2014 - 08:09 AM, said:



So you don't use modules?


Stupid as in not battletech

IMO

As I dont remember things that can add to my weapons/etc that I can add to my mech in Battletech that didnt take up clots/tonnage

Edited by Mechwarrior Buddah, 13 November 2014 - 08:57 PM.


#332 topgun505

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Posted 13 November 2014 - 09:04 PM

Damage could possibly be reduced a smidge (by 5 damage?).

Arty does have its place in that it prevents stationary camping/deathballing.

However ... the cooldown does seem to be a tad on a quick-side. Probably wouldn't hurt to increase the cooldown by at least an additional 10 seconds.

#333 Jacobei

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Posted 13 November 2014 - 09:05 PM

They don't need a nerf... they are still hard to use and under utilised and used.

Nerf anything nerf LRMS - skill requirements are very low.. LRM should only be effective with Tag and Narc support.

#334 Telmasa

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Posted 13 November 2014 - 09:08 PM

View PostWarHippy, on 13 November 2014 - 10:06 AM, said:

Lasers need to be changed. They are too easy to use, do too much damage, and cost too little. I see lasers used in every single match. I see them used by players in a 1v1 brawl trying to get in more damage.

I know they have a role in the game, but it needs more cost, risk, and skill to use. Point and click from almost as far as you like. That's more easy mode than LRMs...


1. Lasers have weight. Strikes do not.
2. Lasers have heat. Strikes do not.
3. Lasers have limited range. Strikes do not (unless you're on alpine, but it's not like people fight at 2000m even 1/4th of the time there)
4. Lasers dole their damage out over time, and not all-at once. Strikes are insta-hit.
5. Lasers don't shake enemy cockpits at all. Strikes most definitely do.
6. You would have to mount 5 Large Lasers just to do as much damage as a single strike shell with one click of the button - and you'd probably overheat if you fired a second time, no matter how many double heat sinks you have.

Drawbacks balance lasers. A lack of drawbacks is what unbalances strikes.

View PostVoivode, on 13 November 2014 - 10:41 AM, said:

Range modules, cooldown modules, the wallhack seismic module, radar deprivation causing instant lock-loss, cool shots that are like saving throws for shutdowns, a UAV that overrides ECM and provides LRM locks and risk free scouting....
ALL of the modules have a significant impact on the game. I for one like the modules. It adds a layer to the game that is a nice touch.


None of those modules confer a direct damage bonus. It's merely that simple.
I agree that all of those modules are fun, because they have drawbacks:
- Cooldown modules don't accordingly come with heat reduction (admittedly range modules don't have that problem)
- Seismic modules have severely limited range, AND you have to be sitting still for it to work
- Radar deprivation is still affected by the "target decay" module (instead of instantaneous, they still get a couple seconds of lock)
- Cool shots have limited capability (the 40k cbills one is pretty effective, but the expense adds up quick if you use it often)
- UAVs can easily be seen and shot down (a little hard to hit, but hey)

The only 'drawback' to a strike consumable is the fact that it's a one-time-use. The 'delay' between smoke and it hitting is negligible, the 'cooldown' between uses is too short to be noticable, and the c-bill cost is also dubious because the damage done helps pay for itself.
So in practical terms, it has no drawbacks. That's the issue.

View PostMystere, on 13 November 2014 - 04:07 PM, said:

I've been barreling through the red smoke for weeks now instead of avoiding it and I have been killed only once. So either I am a really special snowflake or someone here is a really unlucky *******.


I'd be curious to know how much of your damage taken per-match was dealt soley by those strikes then. I'd be willing to bet it'd be minimum 15% - pretty significant number for being instantaneous damage, and if you get hit by 2-3 of those in a single game...then what happened?

View PostNightmare1, on 13 November 2014 - 08:30 PM, said:

I took three hits from a single arty in my HBK the other night. Didn't even open my armor. Hard to call that OP. Another night I played 14 matches straight and only got hit by strikes twice (again, neither opening my armor), both of which were separated in different matches. Hard to call that OP.

Actually, since the nerfs awhile back, strikes have become rather tame, especially Air Strikes (those are almost laughable!). Individually they aren't much of a threat. It's when teams bring 12 to the table that they become a problem. Rather than nerfing them through the floor, PGI should just restrict the number of strikes to three per team, usable only by lance leaders.

Oh yeah, you should learn to maneuver too. I've successfully piloted a Dire Wolf clear of a strike zone, so I know it's possible to evade them if you are alert and keep moving. Stationary pilots are practically begging for Red Team to strike them, shoot them, or walk up and write insults in the grime on their windows. Bottomline, stay alert and stay mobile.

Finally, don't bunch up! That's also begging for strikes, and it cuts down on your team's maneuverability and lines of fire. Stay together but don't crowd. I usually tell my pilots to stay about 50 - 100 meters apart as best as possible so that friendlies have room to maneuver and fire. Rolling death ball does not mean you literally have to become a rolling ball of Mechs that dies. Just stay grouped up and moving together and you'll be fine.

Overall, I'm really getting tired of folks posting up these "I got my butt killed by this game feature, please nerf it!" threads. There's one for nearly everything in this game except Flamers and Machine Guns. Heaven help us all if PGI buffs those; the Griefers will be out in force demanding they be nerfed back down!


I feel like we've discussed this before, but I digress.

1. The strike either missed you in your hunchie, or you managed to tank it on all your most-armored locations. Either way, you took a considerable bite in damage for no perceivable trade-off.

2. Just because most pugs don't always use it 100% of the time doesn't mean it's not broken.

3. I would almost actually agree that strikes are only a problem because you can bring 12 of them (potentially) per team/game. Taken as a one-time use for an entire team per match, yeah, it would be no big deal at all. Three would be livable.

The problem with this idea, though, is finding a way to enforce such restrictions, and making sure there's no bugs or exploits, and so on - especially with everything that's already on PGI's development plate.

I think that adjusting the cooldown times (both between uses and the time between smoke-pop and strike-hit), damage output, and possibly accuracy/splash range, would all be far easier to access, while still allowing strikes to be an "area of denial" consumable and worth the 40k-cbills.

In fact, when it comes to area of denial, a longer time between the "smoke" and the strike hitting would be a beneficial change - because then anybody would be able to notice the smoke and react, without question, unless they really did somehow ignore it for, say, 8-10 seconds.

I'd even be fine with a larger splash radius per shell if it meant the damage would be lowered significantly.

4. I really think that if you 'dodged' a strike in a DW, the truth is that it missed and could have been aimed better.

5. It's not about being 'killed' by it, it's about the amount of damage that's being dealt by a zero-drawback magic card consumable, especially in organized drops, and that it's too drastic.

As others have pointed out, it should be able to be an "area of denial" weapon.

The way it's currently implemented misses that mark by a very wide margin, and instead makes it a "pay to click this one time and get a huge amount of near-guaranteed, nigh-instantaneous damage" gimmick.

View PostJacobei, on 13 November 2014 - 09:05 PM, said:

They don't need a nerf... they are still hard to use and under utilised and used.

Nerf anything nerf LRMS - skill requirements are very low.. LRM should only be effective with Tag and Narc support.


This isn't a LRM discussion thread. You can look at my posts in threads about LRMs (find my posts via profile or whatever); suffice it to say I have multiple reasons to completely disagree with you.

#335 R Razor

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Posted 13 November 2014 - 09:14 PM

View PostMechwarrior Buddah, on 13 November 2014 - 08:56 PM, said:


Stupid as in not battletech

IMO

As I dont remember things that can add to my weapons/etc that I can add to my mech in Battletech that didnt take up clots/tonnage



So then you only run stock load outs in your IS mechs and on your Clan mechs? I mean it wasn't Battletech to have most of the crap we have in this game now............all you are doing is further proving that your argument is based entirely on the "I don't like it so nobody should have it" principle.

#336 Mechwarrior Buddah

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Posted 13 November 2014 - 09:29 PM

View PostR Razor, on 13 November 2014 - 09:14 PM, said:



So then you only run stock load outs in your IS mechs and on your Clan mechs? I mean it wasn't Battletech to have most of the crap we have in this game now............all you are doing is further proving that your argument is based entirely on the "I don't like it so nobody should have it" principle.


er no

What youre saying is lets drift more from "a battletech game"?

Guess thats a valid opinion

My argument wasnt the crap you just vomitted forth but guess that was too complicated for you

Edited by Mechwarrior Buddah, 13 November 2014 - 09:30 PM.


#337 QuantumButler

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Posted 13 November 2014 - 11:11 PM

View PostWarHippy, on 13 November 2014 - 10:11 AM, said:

I just have a really hard time believing you. I have never been headshot by one. If you are actually being truthful I am either absurdly lucky(checking lottery tickets now), or you are insanely unlucky(might I suggest wrapping yourself in bubble wrap for protection!).


Just because you've never seen it doesn't mean it doesn't happen.

View PostJoseph Mallan, on 13 November 2014 - 10:14 AM, said:

In the last 2 years I have been head shot...
nothin plus nuthin...
Carry the nuthin...
Add in nuthin from Group Que...
Posted Image


Well la de damn da for you.

I have been headshot by I think dual gauss and dual ppcs twice in the last month alone [in an Atlas no less], and multiple times by arty in the same period.

#338 QuantumButler

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Posted 13 November 2014 - 11:14 PM

View PostVoivode, on 13 November 2014 - 10:38 AM, said:


1) How? Do you not have armor on you cockpit?
2) In BT arty is not limited to one use per mech. I'm cool with using tag to call it if it can be called over and over and over like a true off map asset.
3) A lot of people are finding it quite possible to avoid, erego, the problem is your tactics and not the game.
4) All the indirect fire in the game (arty/air strikes and LRM) have significant delays before striking. The direct fire weapons, even the laughably slow PPC bolts, are virtually undodgeable. You are complaining about something that gives you a big red cloud of smoke to warn you and then takes several seconds to arrive. How are you dying to that so much you've come to the forums to QQ about it? :huh:


Yeah it's toally super easy to dodge red smoke that any sane person drops behind you instead of infront of you, I'm just a bellyaching whinger and lack the elite mechwarrior reflexes to dodge something I cannot see and get no warning of that has infinite placement range.

But no, apparently these magic spells are the best game mechanic ever and discourage blobbing, when all they really do is serve to make people even more deathly afraid to do anything and camp even harder.

#339 Tristan Winter

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Posted 14 November 2014 - 02:48 AM

View PostNick86, on 12 November 2014 - 09:14 AM, said:

Sorry but you said this:
'Artillery & airstrikes would be a lot more fun if it worked more like it does in real life.'
And then, this:
Give it a 2 minute cool-down, and give enemy mechs something like a 10 second warning before the artillery hits.'
Okay...

It's the 31st century and mankind is sending dropships with huge robots all over the galaxy. You don't think they have the ability to monitor a battlefield from space and warn their forces about incoming airstrikes more than 10 seconds in advance? Depending on what kind of artillery is being used (missiles rather than shells) I wouldn't be surprised if modern armed forces already have a 10 second warning before artillery hits them.

But I'm talking about being inspired by real warfare, not actually making an MWO a military simulator, which it will never be anyway. It's not a black / white, on / off dichotomy. It's just various shades of grey, a sliding scale.

View PostNick86, on 12 November 2014 - 09:14 AM, said:

Tell you what, I'm equipping my Dire Wolf with the Tag/Artillery gun when this comes along. Expect to see me up on G6 in Tourmaline waving at you from my cockpit whilst firing my 3 Gauss and ARTILLERY GUN at you.. Expect some heavy taunting also..

I'm not sure what your point is here.

View PostHillbillycrow, on 12 November 2014 - 02:38 PM, said:

15 pages of Yes and No.

This forum is millions of pages of yes and no.

#340 Willard Phule

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Posted 14 November 2014 - 03:41 AM

How about we take this issue to a stupid level?

Perhaps what is needed here is a setting that will automatically make you move to avoid Artillery/Air Strikes based on your personal Elo score. If you have a low Elo, you have no choice....it will simply do it's best to move you, at maximum speed, out of the impact zone. After seeing your mech do this by itself 30, 40, 100 times...there's a chance that new players might actually catch on and be able to do it by themselves.

Perhaps this should also be applied to LRMs.....





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