

Arty And Air Strikes Are In Desperate Need Of A Nerf
#101
Posted 06 November 2014 - 10:41 AM
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
Posted 06 November 2014 - 10:47 AM
#103
Posted 06 November 2014 - 10:49 AM
dario03, on 06 November 2014 - 10:47 AM, said:
More often than not its wasted money on me. Atlas waddles out of area of effect just fine.
#104
Posted 06 November 2014 - 10:56 AM
Jetfire, on 06 November 2014 - 09:57 AM, said:
The current cooldown allows for "double tapping" (or even "tripple tapping" as in the OP's case




Those were the days that are now gone.

Edited by Mystere, 06 November 2014 - 10:57 AM.
#105
Posted 06 November 2014 - 10:59 AM
nehebkau, on 06 November 2014 - 10:14 AM, said:
But only if two or even just one of each were allowed like before.
#106
Posted 06 November 2014 - 11:00 AM
Quote
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
Posted 06 November 2014 - 11:01 AM
Mystere, 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




Those were the days that are now gone.

#108
Posted 06 November 2014 - 11:04 AM
#110
Posted 06 November 2014 - 11:15 AM
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
Posted 06 November 2014 - 11:18 AM
Joseph Mallan, on 06 November 2014 - 11:05 AM, said:
Tom
Arrow
https://www.youtube....zBuiFIymc#t=292

#112
Posted 06 November 2014 - 11:20 AM
#113
Posted 06 November 2014 - 11:23 AM
#114
Posted 06 November 2014 - 11:26 AM

Edited by Johndar, 06 November 2014 - 11:44 AM.
#115
Posted 06 November 2014 - 11:38 AM
Troutmonkey, on 05 November 2014 - 09:19 PM, said:
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.

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
Posted 06 November 2014 - 11:45 AM
Abisha, on 05 November 2014 - 09:58 PM, said:
Seeing as MWO is based on BT and TT, and given that in BT,
Quote
So YES it has a place. Just man\girl up already.
#117
Posted 06 November 2014 - 11:49 AM
Khobai, 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
Posted 06 November 2014 - 11:52 AM
Almond 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!

#119
Posted 06 November 2014 - 11:53 AM
Joseph Mallan, on 06 November 2014 - 11:52 AM, said:
Let the TK begin!

LOL! I would just drop my Strike on them on the way out of the Spawn and see who comes out alive.


Edited by Almond Brown, 06 November 2014 - 11:54 AM.
#120
Posted 06 November 2014 - 12:06 PM
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:
wwiiogre, on 06 November 2014 - 11:15 AM, said:

wwiiogre, on 06 November 2014 - 11:15 AM, said:
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