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Arty And Air Strikes Are In Desperate Need Of A Nerf


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#41 Tarogato

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Posted 05 November 2014 - 10:23 PM

I just say what I've said before:

- Strikes need to be decently more expensive - 60,000 perhaps.
- Strikes need to not headshot mechs every other match.
- Cooldown needs increased to at least two or three times the wait between strikes so they're less frequent.
- Damage needs buffed slightly to make up for the above point.

Strikes need to be more decisive and less spammy.

...

- Clans need orbital uber laser strikes to make up for lack of artillary, because they would look cool. B)

Edited by Tarogato, 05 November 2014 - 10:25 PM.


#42 Col Jaime Wolf

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Posted 05 November 2014 - 10:26 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.


while im sure you better strap on your flame sheild for protection from the 12 year olds i must say you dont take it far enough.

remove strikes entirely they are gil-toss. they weigh nothing take up no crit slots, require no additional gear like TAG or any kind of rangfinder/laser marker. in a word they are just plain a bad idea.

#43 Slepnir

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Posted 05 November 2014 - 10:31 PM

Wow what a bunch of babies, news flash artillery strikes hurt, and yes they are in battltech and they are incredibly effective. they are more than capable of decapitation of a mech.

If they had arrow IV s and FASCAM ammo for LRMs the whinefest wouldn't stop.,
arty and air already got double nerfed. you want to see what it used to be like when you could equip both and they did more damage?

it's you're job to be aware of your surroundings, watch for smoke, move judiciously it may save you're life.

#44 Karl Marlow

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Posted 05 November 2014 - 10:37 PM

I once had a match on Alpine riding a Dire Wolf. The enemy were all up on the mountain and we all lined up on Ridge Line. Both sides were taking long distance pot shots at each other. During the course of this early sniping I ate 8 Artillery Strikes. After the first 2 I stopped even trying to dodge them. We ended up winning that match and when the match was over I was not internal anywhere and had a couple kills.

What is this about 3 strikes killing your entire team? BS.

#45 TwentyOne

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Posted 05 November 2014 - 11:26 PM

View PostDavers, on 05 November 2014 - 08:58 PM, said:

Math backs me up, as moving at 48 kph is 133 meters in 10 seconds.

I keep saying 'if you are already moving' and you keep giving examples of stationary mechs. Maybe that is where we are crossing points?


Have you been playing MWO lately? Do you really think all dire wolves are always moving at all times? You cannot be always moving at all times, please stop asuming that players are bad for not constantly moving in an assault mech. The way pug murderballs go down the past few weeks/months, constant mobility on urban maps is not possible.

Edited by TwentyOne, 05 November 2014 - 11:26 PM.


#46 Col Jaime Wolf

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Posted 05 November 2014 - 11:53 PM

View PostSlepnir, on 05 November 2014 - 10:31 PM, said:

Wow what a bunch of babies, news flash artillery strikes hurt, and yes they are in battltech and they are incredibly effective. they are more than capable of decapitation of a mech.

If they had arrow IV s and FASCAM ammo for LRMs the whinefest wouldn't stop.,
arty and air already got double nerfed. you want to see what it used to be like when you could equip both and they did more damage?

it's you're job to be aware of your surroundings, watch for smoke, move judiciously it may save you're life.


i would be happy to trade strikes for real long toms and arrow IV's on my mech. oh so happy.

strikes as they are implemented are just stupid and a waste of cbills. really its #$#$ gil toss and has no place in a game like this. again no need for tag or any spotting gear, you dont bombard a square/hex like in TT so no they are just bad and a waste of resources.

they should be removed and in their place we should get long toms and arrow IV missles.

#47 Krivvan

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Posted 06 November 2014 - 01:18 AM

View Postaniviron, 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?

If there's an arty on you YES, DEAR GOD YES.

And I gotta ask, why was your team grouped up enough for three whole strikes to hit them? One strike I can understand, but they just sorta stayed huddled after the first 2?

Edited by Krivvan, 06 November 2014 - 01:22 AM.


#48 Krivvan

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Posted 06 November 2014 - 01:21 AM

View PostCocoaJin, on 05 November 2014 - 09:40 PM, said:

Plus, they have to be especially good so we can spend flown done of the wallets of long time players who got an extra year and half to accumulate C-bills prior to CW. If we are lucky, done of these fat wallets and their units won't be a deep pocket as they are now, so the cost model for engaging in CW remains significant to them as it will inevitably be for the rest of us.

We still gain a lot of C-bills even after using arty and other consumables every game.

#49 Ghogiel

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Posted 06 November 2014 - 01:37 AM

View PostKrivvan, on 06 November 2014 - 01:21 AM, said:

We still gain a lot of C-bills even after using arty and other consumables every game.

TBR invasion hero + all dat premium time - coolshot - arty = mech Romney McFat stacks

#50 ManOpeace

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Posted 06 November 2014 - 02:21 AM

I figured a post like this would pop up. In case anyone hasn't noticed, they gave away a BUNCH of free Priority arty/airstrikes (UAVs as well) during the Halloween event. I have 5 of each stocked up waiting for the next group of 5 mechs standing still I see.

#51 meteorol

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Posted 06 November 2014 - 02:57 AM

View PostSpiralFace, on 05 November 2014 - 08:56 PM, said:



They already had it at this level.

Guess what.

No one used it.



They had it at 10 damage per shell. Not 20 or 30. No one used it at 10. Then they increased the damage to 40. Now it's down to 35.
Once they increased the damage by the margin of 4, everyone and their grandmother started spaming two strikes per match.

#52 Masterrix

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Posted 06 November 2014 - 03:00 AM

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.



NO

arty was nerfed more than enough

I get killed by arty every 30th match, so if this is op, than I cant help u, just learn to play with it

lights and mediums are fast enough to avoid arty easily

most heavys are fast enough too

only assaults are too slow, but they have armor

Edited by Masterrix, 06 November 2014 - 03:08 AM.


#53 TWIAFU

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Posted 06 November 2014 - 03:04 AM

View PostAbisha, on 05 November 2014 - 09:58 PM, said:

agree, they have no place in mech warrior, this aint air strike warrior.



Since you are new to MechWarrior/Battletech, let me introduce you to AeroTech.

#54 Pjwned

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Posted 06 November 2014 - 04:44 AM

I don't know whether to laugh or cry that 11 people managed to die to artillery strikes.

That said they still need to do less damage per shot, being able to destroy the cockpit in 1 shot on any mech is stupid as hell; some other adjustments wouldn't be completely uncalled for either, though raising the c-bill cost for the consumables is something that I do not agree with.

View PostSpiralFace, on 05 November 2014 - 08:56 PM, said:



They already had it at this level.

Guess what.

No one used it.

Its a money sink consumable specifically meant to deter static deathballs that just camp and wait to play whack-a-mole as the enemy rounds a corner.

You NEED it to be threatening otherwise it does nothing. Don't like them? Stay mobile and you'll be lucky if one of them ever hits you without you KNOWING its going to hit you.

Stay static and camp a single location? Guess what, that's what they are SUPPOSED to be used for. Don't like it, don't camp a single location and open yourself up to shelling.


The number of shells could easily be increased if the damage per shell was decreased, 20 shells for 20 damage (or even 16 shells for 25 damage) would keep the total damage high, higher than it is now actually, while still avoiding situations where somebody gets instagibbed by a RNG shell to the cockpit which is INCREDIBLY lame.

What you were saying is that nobody used artillery or air strikes when they only did 10 damage with 10 shells for a max of 100 damage, and it was for good reason that nobody used them because that was awful, but lowering the damage per shell would not make the strikes useless as long as they kept a high amount of total damage. This would also still discourage people from camping and/or grouping up in a huge ball, hell it would probably be more effective in a consistent manner due to a higher chance to hit something.

Edited by Pjwned, 06 November 2014 - 04:55 AM.


#55 Joseph Mallan

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Posted 06 November 2014 - 04:51 AM

View Postaniviron, 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.

Well in combat a normal spacing of 15-20 feet was a norm, for Mechs I could see 50-70 Meters. This is so things like IEDs (or plain old mines from my day) would not wipe out to many troops.

As for you being on a cap point... risks you have to take.

At the present level of power Arty has only killed me twice since it's release onto the battlefield. And I am in a stock engine Atlas. Arty should be powerful, but maybe should cost more per use.

#56 The Boz

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Posted 06 November 2014 - 04:55 AM

I'd remove consomables altogether, reintroduce them as expensive teamwork modules (apart from coolshot). Wanna deploy an arty strike? Another teammate that has the module should confirm with direct line of sight to the same target. Maximum 3 strikes used per team per match. Module costs 6MCB.

#57 Joseph Mallan

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Posted 06 November 2014 - 05:00 AM

Thay kind of over thinking is exactly what PGI needs, just like ghost heat...1.4Sinks... Posted Image

View PostMasterrix, on 06 November 2014 - 03:00 AM, said:



NO

arty was nerfed more than enough

I get killed by arty every 30th match, so if this is op, than I cant help u, just learn to play with it

lights and mediums are fast enough to avoid arty easily

most heavys are fast enough too

only assaults are too slow, but they have armor
Sorry to hear that. I haven't died to arty in months! :huh:

#58 Tristan Winter

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Posted 06 November 2014 - 05:03 AM

They don't need to be nerfed or buffed.

They need to be completely redesigned.

It makes absolutely zero sense to let any mech in the game be equipped with some sort of artillery / airstrike TAG with unlimited range and instant delivery at zero range, capable of doing that much damage. It's just not balanced, it's not fun. I was thrilled when they announced artillery and airstrike untill I realized it would do absolutely NOTHING for the role warfare they promised.

Artillery & airstrikes would be a lot more fun if it worked more like it does in real life. And make each work in a different way. Make artillery available only for mechs with command console using the command grid to give coordinates. Give it a 2 minute cool-down, and give enemy mechs something like a 10 second warning before the artillery hits. Airstrikes should only be delivered if a mech is able to paint its intended target with TAG for 10 seconds. Maybe only make it available for light mechs. If interrupted, the airstrike should land at random within 500 meters or something. And give the airstrike a 2 or 3 minute cool-down as well. Obviously, damage and spread would need to be adjusted to make up for the fact that they're not single shot consumables anymore.

It would be nice if we played a game where a Spider 5V with TAG could position itself on a hill or a top of a mountain and actively deliver airstrikes with regular intervals, and then the other team would have to actively look for any scouts that might be dropping those airstrikes. And obviously, the TAG beam would be a fairly strong warning that an airstrike was incoming.

Right now, any mech on the enemy team is potentially carrying airstrike or artillery or both. Delivered instantly with a slight delay, at any range. It's a terrible game mechanic, it's not fun at all.

#59 Joseph Mallan

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Posted 06 November 2014 - 05:07 AM

Quote

Artillery & airstrikes would be a lot more fun if it worked more like it does in real life.
and give enemy mechs something like a 10 second warning before the artillery hits.
We got a 10 second warning? :huh:

Edited by Joseph Mallan, 06 November 2014 - 05:07 AM.


#60 Lily from animove

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Posted 06 November 2014 - 05:08 AM

make airstrikes/Artillerie a autorefil mod that refils every 1 minute and is only raining down something like 10 missiles in a closer area dealing 1 dmg per missile/bullet.

I remember in MW3 you had a kind of taglaser to keep on a target to make the stike hit there. Would alos be a lot better than just a click and magic fog apears without even shooting a shell or such to that spot.

Edited by Lily from animove, 06 November 2014 - 05:10 AM.






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