Arty And Air Strikes Are In Desperate Need Of A Nerf
#361
Posted 21 November 2014 - 05:33 AM
Make the UAV and strikes a "Battlefield Support "module. Have it where only Light mechs can carry those modules.
Now light mechs have some additional unique roles. Give some people a reason to pilot lights and will raise the light queue a bit. Also, since less people pilot lights, and only lights can carry strikes, there will be less strikes per match.
#362
Posted 22 November 2014 - 12:23 AM
Joseph Mallan, on 21 November 2014 - 05:26 AM, said:
Call
Fire
Adjust (The missing element of Artillery fire)
Fire
Splash! (ie On target)
FIRE FOR EFFECT!!!
Now that would make the game boring I know, but a 12 salvo Arty barrage is way weaker than it could be.
I dont like this system at all.. It requires no skill.
#363
Posted 22 November 2014 - 03:40 AM
#364
Posted 22 November 2014 - 03:59 AM
aniviron, on 05 November 2014 - 08:19 PM, said:
Ah, got it, so the team should be spread out and moving while on a cap point? And because spreading out is such a great idea in MWO?
You can spread out and still be able to shoot at the same targets, you know that right? If your entire team is on the same cap point and it isn't the first one, they just screwed up massively. You don't need more than a few mechs in the in the box, the rest should be covering them.
#365
Posted 22 November 2014 - 07:33 AM
Satan n stuff, on 22 November 2014 - 03:59 AM, said:
Assault, not conquest.
#366
Posted 08 October 2015 - 03:21 AM
Seriously, dude. The answer on how to deal with strikes are all in this stinking corpse of a thread.
#367
Posted 08 October 2015 - 03:25 AM
and make them not able to headshot. that would be about it
#368
Posted 08 October 2015 - 03:25 AM
If it wasn't for the red smoke that tells the enemy to get out of the way you might have had a point.
Edit: Damn necromancers!
Edited by Yellonet, 08 October 2015 - 03:26 AM.
#369
Posted 08 October 2015 - 04:23 AM
Having said that, Arties could use a nerf, just to stop them headshotting fresh mechs. Id say reduce damage per shell to 25, increase number of shells by 25% to keep overall dmg in the same rough area. RNG headshot kills are a bad mechanic (do not care about realism here. gameplay > all). Id also double the global cooldown to reduce the spam.
It would also be really cool if Clan arty strikes changed graphics (keep identical mechanics) so that it looked like an orbital laser cannon bombardment instead, just because coolness and faction flavour.
#370
Posted 08 October 2015 - 04:52 AM
aniviron, on 05 November 2014 - 08:19 PM, said:
Ah, got it, so the team should be spread out and moving while on a cap point? And because spreading out is such a great idea in MWO?
I mean, even trying to basecap in assault is a terrible idea. Every single team that tries just gets 3-4 strikes rained on them, ggclothes.
It's also a super awful system for lights and mediums. In fact, I just alt-f4'd out of a match because I was moving around the back of my team at 90kph, not clustered, moving quickly, and a random shell from the line of an airstrike drops down and takes off one arm and puts both legs into deep orange. Game over, no warning, done. I left because that's not fun, that's awful gameplay.
You got nailed while sitting on a cap point you say? Let me point you to this...
Post.
An.
Overwatch.
Thanks
#371
Posted 08 October 2015 - 07:28 AM
Edited by PalmaRoma, 08 October 2015 - 07:29 AM.
#372
Posted 08 October 2015 - 07:39 AM
Wolf Kiarsen, on 08 October 2015 - 03:14 AM, said:
I manage to lumber out of the way of arty all the time in a 53 KPH Atlas, and if they are dropping arty on single targets, they are doing it wrong anyway. You certainly don't nerf something because someone got lucky once.
#373
Posted 08 October 2015 - 07:42 AM
grievoussmaug, on 05 November 2014 - 07:56 PM, said:
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.
Seriously just stopí ½í¸
#374
Posted 08 October 2015 - 08:02 AM
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