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Arty And Air Strikes Are In Desperate Need Of A Nerf


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#101 Gauvan

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Posted 06 November 2014 - 10:41 AM

I don’t think the damage of artillery/air strikes should be reduced but some of the mechanics could use some work.

One thing that bugs me currently is that a nearly dead mech can drop a revenge strike that hits after they are dead. I think that’s kind of derpy. Killing a mech should, I feel, cancel any queued strikes from that mech.

The chances of a headshot should be reduced significantly to be on par with the frequency seen in normal weapons fire.

I think the current frequency of strikes allowed in solo queue matches is too high--I’d be happy to see them have a longer cooldown or to put a cap on the total number allowed per team per match.

#102 dario03

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Posted 06 November 2014 - 10:47 AM

I would be fine with reducing damage and increasing number of shells, or just reducing damage. However no price increase, they are already expensive enough and I don't want a weapon like that being out of reach of newer players or players that are grinding for cbills. It gives a advantage to players that don't need cbills.

#103 Joseph Mallan

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Posted 06 November 2014 - 10:49 AM

View Postdario03, on 06 November 2014 - 10:47 AM, said:

I would be fine with reducing damage and increasing number of shells, or just reducing damage. However no price increase, they are already expensive enough and I don't want a weapon like that being out of reach of newer players or players that are grinding for cbills. It gives a advantage to players that don't need cbills.

More often than not its wasted money on me. Atlas waddles out of area of effect just fine.

#104 Mystere

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Posted 06 November 2014 - 10:56 AM

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

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.


The current cooldown allows for "double tapping" (or even "tripple tapping" as in the OP's case :lol:) by a coordinated team. Heck, before strikes were nerfed to single use, I used to "double tap" murder balls congregating near buildings by hitting them with artillery, and when they then not unexpectedly decide to form a line behind the same buildings, I follow up with an air strike. Vast flowing rivers of male nerd rage tears were had on such successful occasions. <maniacal :lol: :lol: :lol:>

Those were the days that are now gone. :(

Edited by Mystere, 06 November 2014 - 10:57 AM.


#105 Mystere

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Posted 06 November 2014 - 10:59 AM

View Postnehebkau, on 06 November 2014 - 10:14 AM, said:

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.)


But only if two or even just one of each were allowed like before.

#106 Khobai

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Posted 06 November 2014 - 11:00 AM

Quote

I think the current frequency of strikes allowed in solo queue matches is too high--I’d be happy to see them have a longer cooldown or to put a cap on the total number allowed per team per match.


Id like to see something like command resources added to the game. When your team uses things like airstrikes/artillery it would consume command resources.

The commander could also spend command resources in various ways like satillite scans, arrow IV strikes, etc...

Teams could also get command resource bonuses if theyre undertonned to help make up for the tonnage disparity.

#107 Joseph Mallan

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Posted 06 November 2014 - 11:01 AM

View PostMystere, on 06 November 2014 - 10:56 AM, said:


The current cooldown allows for "double tapping" (or even "tripple tapping" as in the OP's case :lol:) by a coordinated team. Heck, before strikes were nerfed to single use, I used to "double tap" murder balls congregating near buildings by hitting them with artillery, and when they then not unexpectedly decide to form a line behind the same buildings, I follow up with an air strike. Vast flowing rivers of male nerd rage tears were had on such successful occasions. <maniacal :lol: :lol: :lol:>

Those were the days that are now gone. :(
That is where Arty is making a big mistake. It's too accurate. It always hits the smoke the first time. THAT is not normal.

#108 Xtrekker

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Posted 06 November 2014 - 11:04 AM

Give us Toms.

#109 Joseph Mallan

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Posted 06 November 2014 - 11:05 AM

View PostXtrekker, on 06 November 2014 - 11:04 AM, said:

Give us Toms.

You can have Toms I want Arrow4!

#110 wwiiogre

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Posted 06 November 2014 - 11:15 AM

The OP is absolutely correct as is the first response to this topic. They are over powered and two in a row can kill any mech since they always hit your head. Always and two shots to the head is usually enough to drop any mech.

They are also part of pay to win. Note the mc arty/air are more powerful, not by much but just enough that two can head kill any mech.

I also was recently arty/air spammed and in a 100% health Atlas was taken to 60% in an air, then an arty strike that both came over the top of a ridge. Meaning I was not in line of sight, did not see the smoke and then they hit the area. I was not lrming from that area and had not even peaked over yet, nor were any of my teammates visible or lrming either.

Arty needs to be exactly in line with table top. In that they hit only in a 30 meter radius and only do damage to legs and must be directed by tag during the shot. Meaning, you must have tag to use, you must hold tag onto ground during time of flight of arty.

Air on the other hand once again should also be similar to table top. Which it currently is. But you need to pick which aero mech strike is attacking and the package should list which weapons are being used by your strike. Such that if the aero mech you picked has lasers, then they stream in a straight line and as they are currently time on target will spread across a mech.

It is currently way overpowered, is basically pay to win and cheating such that it takes almost no skill and can give you immense damage output and kills for less than most weapons cost.

The cost for both of these modules needs to be tripled or put in line with other module costs and made a non consumable and you have to put it in a mech or weapon module slot and still only get a single shot from it during a game. Which means you cannot use some of the other cool modules and have to make choices.

Choices are good, spamming low priced massive damage bonuses is lame in a skill based game.

Anyone that is a proponent of how arty/air works at this moment is a meta player and very selfish since it currently is out of balance for a skill based simulation style game and is only in the game because of Paulanomics and money grubbing by PGI.

Chris

#111 Xtrekker

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Posted 06 November 2014 - 11:18 AM

View PostJoseph Mallan, on 06 November 2014 - 11:05 AM, said:

You can have Toms I want Arrow4!


Tom


Arrow
https://www.youtube....zBuiFIymc#t=292

:)

#112 Johndar

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Posted 06 November 2014 - 11:20 AM

I think we should UP the damage and Up the price! It is 3049 nlos cannons should be common place with all the targeting data flying around the battlefield. Also by 3049 if hope they are way beyond the 155mm guided shells of 2014. So I say up the damage up the cost, accuracy is fine unless your smoke is placed when un-countered ecm is used in the target area, in that case a larger spread makes sense. Oh and maybe less shells. I like the big ka-boom-boom!

#113 Joseph Mallan

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Posted 06 November 2014 - 11:23 AM

no idea what the Tom was showing me... and Arty was a joke unless you boated it on TT.

#114 Johndar

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Posted 06 November 2014 - 11:26 AM

Also you shouldn't need TAG to use arty or air, ya just call out a fire support mission give an eight digit grid, drop or add as needed then FIRE FOR EFFECT! The arty guys also have a map, although using TAG would up the accuracy of guided shells or laserguided bombs from aerospace fighters. NOTICE: I'm pulling this thinking from real world stuffs. I'm not well versed in the conventional warfare tech of battletech. :)

Edited by Johndar, 06 November 2014 - 11:44 AM.


#115 Almond Brown

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Posted 06 November 2014 - 11:38 AM

View PostTroutmonkey, on 05 November 2014 - 09:19 PM, said:

Your maths doesn't include acceleration, and seeing as Assaults and many other mechs are spotted while stationary (why call arty on a moving target?) his argument is valid.

If a strike is placed in front of you as you're moving it's even worse as you have to overcome deceleration, then acceleration and to top it off you'll probably want to be going in reverse so as not to expose your rear. and The delay between smoke and the strike is simply too short. Sure you could run through the smoke, probably out of cover and into enemy fire, and you'll probably be hit be the strike anyway.


How about trying a Left or Right turn. No need to slow down to do that last I heard. :) Actually, if you are caught. Just stop. And wait. If you have Jets, Stop and lift off.

Short of a HS kill, you will only take splash from a few shells. Remember the circle is 300m in diameter.

Edited by Almond Brown, 06 November 2014 - 11:38 AM.


#116 Almond Brown

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Posted 06 November 2014 - 11:45 AM

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

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


Seeing as MWO is based on BT and TT, and given that in BT,

Quote

A 50-ton conventional fighter can carry 10 tons of bombs on its hard points. A 100-ton ASF can carry 20 tons of bombs on its hard points. Either payload matches or exceeds the bomb payload of a B17.


So YES it has a place. Just man\girl up already.

#117 Almond Brown

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Posted 06 November 2014 - 11:49 AM

View PostKhobai, on 06 November 2014 - 11:00 AM, said:


Id like to see something like command resources added to the game. When your team uses things like airstrikes/artillery it would consume command resources.

The commander could also spend command resources in various ways like satillite scans, arrow IV strikes, etc...

Teams could also get command resource bonuses if theyre undertonned to help make up for the tonnage disparity.


Good idea but won't help with the PUG queue Whines and Woes. That is why we are in here right? Comp Teams just deal with it seeing as BOTH sides have access. ;)

#118 Joseph Mallan

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Posted 06 November 2014 - 11:52 AM

View PostAlmond Brown, on 06 November 2014 - 11:49 AM, said:


Good idea but won't help with the PUG queue Whines and Woes. That is why we are in here right? Comp Teams just deal with it seeing as BOTH sides have access. ;)

I can see it now. Billy takes command of PUG company, Joey doesn't want Billy to have it...
Let the TK begin! :lol:

#119 Almond Brown

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Posted 06 November 2014 - 11:53 AM

View PostJoseph Mallan, on 06 November 2014 - 11:52 AM, said:

I can see it now. Billy takes command of PUG company, Joey doesn't want Billy to have it...
Let the TK begin! :lol:


LOL! I would just drop my Strike on them on the way out of the Spawn and see who comes out alive. ;) I wasn't going get to use it anyways right... :)

Edited by Almond Brown, 06 November 2014 - 11:54 AM.


#120 WarHippy

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Posted 06 November 2014 - 12:06 PM

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

The OP is absolutely correct as is the first response to this topic. They are over powered and two in a row can kill any mech since they always hit your head. Always and two shots to the head is usually enough to drop any mech.
Complete nonsense.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

They are also part of pay to win. Note the mc arty/air are more powerful, not by much but just enough that two can head kill any mech.
Not pay to win, and once you upgrade them the c-bill version is exactly the same as the MC version. Once a gain complete nonsense, and factually wrong.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

I also was recently arty/air spammed and in a 100% health Atlas was taken to 60% in an air, then an arty strike that both came over the top of a ridge. Meaning I was not in line of sight, did not see the smoke and then they hit the area. I was not lrming from that area and had not even peaked over yet, nor were any of my teammates visible or lrming either.
Yet, someone clearly spotted you. Just because you didn't see them or the smoke doesn't mean you were not seen. Also there is a global cool down so it would be impossible to get "spammed". Granted it is only 10 seconds, but that is more than enough time to move before the second one can be deployed.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

It is currently way overpowered, is basically pay to win and cheating such that it takes almost no skill and can give you immense damage output and kills for less than most weapons cost.
More nonsense. Not overpowered at all, not remotely pay to win, definitely not cheating, and nowhere near immense damage.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

The cost for both of these modules needs to be tripled or put in line with other module costs and made a non consumable and you have to put it in a mech or weapon module slot and still only get a single shot from it during a game. Which means you cannot use some of the other cool modules and have to make choices.
So very glad you are not in charge of balance.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

Choices are good, spamming low priced massive damage bonuses is lame in a skill based game.
Yet you fail the skill test in this skill based game by failing to move.

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

Anyone that is a proponent of how arty/air works at this moment is a meta player and very selfish since it currently is out of balance for a skill based simulation style game and is only in the game because of Paulanomics and money grubbing by PGI.
Right, I forgot the best way to prove a point is to demean and hand wave anyone with a different opinion. :rolleyes:

View Postwwiiogre, on 06 November 2014 - 11:15 AM, said:

Chris
Aardvark





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