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Arty And Air Strikes Are In Desperate Need Of A Nerf


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#81 Mystere

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Posted 06 November 2014 - 09:38 AM

View PostEl Bandito, on 05 November 2014 - 08:44 PM, said:

I personally am fine with the Arty/Air Strike damage lowered to 20-30.


And i am not. I want to keep that threat of instant death, no matter how small the probaility. That is what makes people fear it, as it should be.

#82 PappySmurf

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Posted 06 November 2014 - 09:40 AM

nehebaku ( think some of you have forgotten the FIRST lesson you learn when starting this game:

Lesson 1: Movement.

It is important to remember this simple rule in regards to moving your mech. Never stop moving. Never. Never stop. Don't stop. keep Moving. Just to ensure you get the importance of this: NEVER STOP MOVING.)

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Yes Mother we understand you!!!!!!!!!!!!!!!!!!!!!!!

But I still like this idea better if!!!!!!!!!!!!! MWO is going to be a shallow-grinder-twitch-FPS-in mech skins then i want twitch FPS weapons with instant gratification?

Posted Image



Posted Image

Edited by PappySmurf, 06 November 2014 - 09:40 AM.


#83 Kaeb Odellas

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Posted 06 November 2014 - 09:43 AM

View PostMystere, on 06 November 2014 - 09:33 AM, said:


Then they will not be feared. We had that and they were almost always ignored.

It is precisely the threat of being instantly killed -- like real artillery -- that causes people to greatly fear them -- like real artillery.

Heck, in MWO, that probability is small.


I think it's now time to again include this obligatory video:



Watch what happens 17 seconds in.


Anyone who thinks "I'll just stand in the 20-shell 20-point impact zone because there's a low chance it will instantly kill me" is kind of a goddamn moron. Artillery was ignored at first because they fired 10 shells at 10 damage apiece with only a 10 meter splash radius, which is indeed laughable. 20 shells at 20 points has the same damage potential as what we have now, only with fewer insta-kill headshots and more consistent damage.

#84 Mystere

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Posted 06 November 2014 - 09:44 AM

View PostTarogato, on 05 November 2014 - 10:23 PM, said:

- Strikes need to be decently more expensive - 60,000 perhaps.


Only if damage per shell was also upped to 60. Currently 40,000 cbills means 40 damage. So, 60,000 cbills should mean 60 damage. ;)

#85 Danghen Woolf

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Posted 06 November 2014 - 09:50 AM

View PostJoseph Mallan, on 06 November 2014 - 04:51 AM, said:

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


I want to know why 11 mechs were stacked on a Cap point...

#86 Kavoh

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Posted 06 November 2014 - 09:52 AM

So what I have gathered from this thread is, lets just remove artillery and airstrikes. Clearly because everyone is spewing this "just keep moving it won't hit you" "if you move when you see it, you're fine" and other greater strategies, no one ever hits with artillery and airstrikes, because all you have to do is move. Everyone's a Jenner. I mean, it's that simple right? I've never planted it in the path of a DWF walking down a city forcing him to attempt to turn away/slow down or push through quick enough only to not make it in time. That apparently doesn't do a ton of damage to whales and isn't unbelievably strong against them and other slow mechs/flanked mechs according to posters in this thread.

It's so incredibly easy to avoid them so obviously no one hits with them and they aren't effective/just a waste of developing resources.

No, good players make them work and don't just drop them when the first mech crests a hill, and while I do enjoy them/think they are a good addition to the game, I think they should at least have a longer cooldown (not so much less damage, as if it's not a threat no one will even care to notice them). as was discussed in the other topic.

Something that is a cheap support module with zero drawbacks shouldn't be so plentiful AND strong.

PS: Highlighted the important sentence to drive home the fact that I am pro-strike and not to take this as an anti-strike post. I just feel this "just keep moving" garbage is the same as people saying "just duck" to people who are getting shot/got shot at and its irritating.

#87 Mystere

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Posted 06 November 2014 - 09:53 AM

View PostPappySmurf, on 06 November 2014 - 08:11 AM, said:

Yes I agree PGI should get rid of Arties and Airstrikes and replace them with a mini nuke.We already have paper armored mechs that any twitch FPS crowd would love with 1 shot kills and instant gratification.Why not make MWO more Twitch friendly with mini nukes?

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This game is based on table-top BattleTech, not table-top Starship Toopers. ;)


<Gee, that movie sucked -- really badly.>

Edited by Mystere, 06 November 2014 - 09:53 AM.


#88 Jetfire

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Posted 06 November 2014 - 09:57 AM

View PostTwentyOne, on 05 November 2014 - 08:19 PM, said:

Arty and air strike should not be in the game. They should not exist. It is ridiculous that there is a 0 ton no drawback item that is so incredibly powerful. If you are in an IS assault 95% of the time you cant get away from the arty no matter what you do!


Strikes punish stasis and camping. Before arty everyone would just camp some high ground and then wait for the other team to move... this is worse than arty spam because it is the antithesis of game-PLAY. I would however say a 30 sec to 1 min CD would be an improvement. More than that would be too much though.

View PostMystere, on 06 November 2014 - 09:53 AM, said:


This game is based on table-top BattleTech, not table-top Starship Toopers. ;)


<Gee, that movie sucked -- really badly.>


I seem to recall battletech made use of artillery, it is just off the map, like it would be in practice... makes sense to me.

#89 PappySmurf

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Posted 06 November 2014 - 09:58 AM

Mystere(This game is based on table-top BattleTech, not table-top Starship Toopers)

Sir I like some of your topics and posts but please for the love of god never again tell me MWO even resembles TT-BattleTech-MechWarrior or even MechAssault its just that dam bad of a game.

#90 Mystere

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Posted 06 November 2014 - 09:59 AM

View PostKaeb Odellas, on 06 November 2014 - 09:43 AM, said:

Anyone who thinks "I'll just stand in the 20-shell 20-point impact zone because there's a low chance it will instantly kill me" is kind of a goddamn moron. Artillery was ignored at first because they fired 10 shells at 10 damage apiece with only a 10 meter splash radius, which is indeed laughable. 20 shells at 20 points has the same damage potential as what we have now, only with fewer insta-kill headshots and more consistent damage.


20x20 may have the same damage potential, but not the kill potential. I like the latter. It's psychological effects are so obviously displayed here.

#91 PappySmurf

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Posted 06 November 2014 - 09:59 AM

Posted Image
this is Battletech to me MWO is a shallow twitch FPS in mech skins grinder with low meta .

Edited by PappySmurf, 06 November 2014 - 10:00 AM.


#92 KraftySOT

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Posted 06 November 2014 - 10:01 AM

Nerf Red Smoke?!

Why would you nerf the Red Smoke?

Of course in BTech it wasnt nearly that accurate, and it took anywhere from 10 to 20 seconds to hit. Which is still insanely fast by artillery standards.

#93 Joseph Mallan

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Posted 06 November 2014 - 10:01 AM

View PostDanghen Woolf, on 06 November 2014 - 09:50 AM, said:


I want to know why 11 mechs were stacked on a Cap point...

Caps fasterer.

Edited by Joseph Mallan, 06 November 2014 - 10:01 AM.


#94 KraftySOT

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Posted 06 November 2014 - 10:01 AM

Who needs markers, smoke rounds, spotters, or a grid call.

Just BLAMO THEM SARGE.

#95 Mystere

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Posted 06 November 2014 - 10:04 AM

View PostJetfire, on 06 November 2014 - 09:57 AM, said:

I seem to recall battletech made use of artillery, it is just off the map, like it would be in practice... makes sense to me.


I was referring to the use of mini-nukes. Those were awesome in Starship Troopers the board game. :wub:

View PostPappySmurf, on 06 November 2014 - 09:58 AM, said:

Mystere(This game is based on table-top BattleTech, not table-top Starship Toopers)

Sir I like some of your topics and posts but please for the love of god never again tell me MWO even resembles TT-BattleTech-MechWarrior or even MechAssault its just that dam bad of a game.


Well, I did say "based on" and not "resembles". :P

#96 Joseph Mallan

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Posted 06 November 2014 - 10:04 AM

View PostPappySmurf, on 06 November 2014 - 09:40 AM, said:

nehebaku ( think some of you have forgotten the FIRST lesson you learn when starting this game:

Lesson 1: Movement.

It is important to remember this simple rule in regards to moving your mech. Never stop moving. Never. Never stop. Don't stop. keep Moving. Just to ensure you get the importance of this: NEVER STOP MOVING.)

------------------------------------------------------------------------------------------------------------------------------------------------

Yes Mother we understand you!!!!!!!!!!!!!!!!!!!!!!!

But I still like this idea better if!!!!!!!!!!!!! MWO is going to be a shallow-grinder-twitch-FPS-in mech skins then i want twitch FPS weapons with instant gratification?

Posted Image




Posted Image

I'll take 3... They are small and easy to carry. :D

#97 Tarogato

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Posted 06 November 2014 - 10:08 AM

View PostMystere, on 06 November 2014 - 09:44 AM, said:

Only if damage per shell was also upped to 60. Currently 40,000 cbills means 40 damage. So, 60,000 cbills should mean 60 damage. ;)
I never noticed that. But yeah, I'd be totally down for that. Maybe it needs another second of delay between redsmoke and impact to make it a seem a bit more fair, but yeah, that's exactly what I'm saying: nerf the timer, up the damage.

#98 nehebkau

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Posted 06 November 2014 - 10:14 AM

Only 'nerf' I would be agreeable to, is having artillery and air strikes limited to light mechs. ( but just because it would benefit me, mostly, and not due to any rational or logical argument.)

Edited by nehebkau, 06 November 2014 - 10:15 AM.


#99 DONTOR

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Posted 06 November 2014 - 10:18 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.

Wrong! These are meant for area denial, if it only did 15-20 damage whats stopping people from rushing right through it? 35 damage prevents people from going straight through the affected area.

#100 Mindwipe

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Posted 06 November 2014 - 10:31 AM

The whole move thing is a pretty bad counter to a one button, across the board weapon. I drive lights so if I see the smoke, it's easy enough to avoid sure, but I've been hammered MANY times by dodging around cover only to walk into a barrage already going off and lost huge chunks of my Mech.

The purpose of strikes is fine, but they need better warning. If they're not going to put in an audible cue, perhaps have the mini map flash out like a siesmic sensor reading where the strike is centered. It leaves some issues such as where is an airstrike coming from but that gives reason to look up for the aerospace fighter right? Leave their purpose in deathball scattering but try to limit their use as a weapon. Of course to me that would mean leaving their damage high as they need to be a threat if you choose to ignore the warnings.





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