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Can We Agree 96 Arty Is Too Much?


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#1 Chemie

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Posted 12 December 2014 - 03:39 PM

Seriously, WAY too much arty for anyone's good. 96 is just not right

#2 Telmasa

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Posted 12 December 2014 - 03:41 PM

Knew it would happen sooner or later. Just like pug matches, eventually either it has to be removed or the game is going to revolve around the use of consumables as a main tactic.

#3 Scratx

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Posted 12 December 2014 - 03:42 PM

View PostChemie, on 12 December 2014 - 03:39 PM, said:

Seriously, WAY too much arty for anyone's good. 96 is just not right


Can you even use that much arty in a single Invasion battle without running into cooldown hard limits?

#4 Chemie

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Posted 12 December 2014 - 03:44 PM

View PostScratx, on 12 December 2014 - 03:42 PM, said:


Can you even use that much arty in a single Invasion battle without running into cooldown hard limits?


Yes....cooldown is way too short to begin with.

#5 Monkey Lover

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Posted 12 December 2014 - 03:58 PM

Just keep raising the cbill price until people stop using them and back it down a little.

#6 Chemie

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Posted 12 December 2014 - 04:00 PM

View PostMonkey Lover, on 12 December 2014 - 03:58 PM, said:

Just keep raising the cbill price until people stop using them and back it down a little.


so arty spam is only for the rich?

#7 Brody319

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Posted 12 December 2014 - 04:03 PM

>Gates open
>4 Arty strikes
>2 mechs die.
>tries to push in
>5 more arty strikes
>score is now 7-0.

gg

#8 Dirty Starfish

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Posted 12 December 2014 - 04:11 PM

I mean, attackers need all the help they can get. Maybe if we limited arty use to attackers only it would balance things out a bit.

#9 AlphaToaster

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Posted 12 December 2014 - 04:12 PM

I think if a mech stands in the same place enough for 4 strikes they should die. This new game mode presents a static front if the defenders get to the right place. Attackers cannot stand around. Defenders cannot clump together too closely for the same reasons.

The cost to rearm the consumables start to really add up at upwards to 320k a match, for a 9by9 + strike x 4 mechs every game if it goes that far.



#10 Telmasa

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Posted 12 December 2014 - 04:18 PM

The cost is a non sequitur.

Artillery and air strikes are, without a question, way too powerful without any kind of drawbacks. There's no effective warning, there's no time to reliably get out of the way, it's a potential 210-350 damage depending on which kind you use, and any mech can bring it and use it with impunity. The *ONE* "downside" is that it's 1 strike per mech.

I really think it should be removed until it can be implemented in a manner that's balanced and reasonable, instead of being a leftover of IGP days.

#11 Brody319

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Posted 12 December 2014 - 04:20 PM

how to fix.
1. Require tag
2. Restrict Attackers to Arty
3. Restrict Defenders to Air strikes.

boom, no more spam without tag.

#12 kapusta11

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Posted 12 December 2014 - 04:23 PM

Whiners, go back to solo queue.

#13 Brody319

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Posted 12 December 2014 - 04:29 PM

View Postkapusta11, on 12 December 2014 - 04:23 PM, said:

Whiners, go back to solo queue.


Okay. but when your unit gets hit with 5 arty strikes in a row and half your team is dead in the first 5 minutes of a match I'm sure you will be back to whine.

Seriously, before CW, even competitive units were talking about how Arty and airstrikes were overused.

#14 pwnface

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Posted 12 December 2014 - 05:05 PM

If your unit is getting hit with 5 arty strikes in a row AND losing half the team, you guys need to learn how to move out of the way. I like artillery/airstrikes the way they are.

I would like to see game modes with objectives that help you win more easily. For example, capturing an artillery cannon allows your team to use an artillery strike every minute or so on a map that normally doesn't allow artillery / airstrikes. Capturing a radio tower gives your team permanent UAV vision over a 400m radius around the tower. etc.

#15 InspectorG

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Posted 12 December 2014 - 05:09 PM

Welcome to War, folks!

#16 Josef Nader

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Posted 12 December 2014 - 05:16 PM

So wait.

Are you telling me that part of fighting over key positions is the allocation of heavy ordinance on both the attacking and defending side?

Are you telling me that a main, frontline battle where both teams are willing to commit over a company of battlemechs isn't worth several hundred rounds of Long Tom, or several hundred 1000kg bombs dropped from planes?

IDF and heavy ordinance is a key component of any battlefield since the invention of the cannon. No, it's not much fun to be on the receiving end of a sustained barrage, but it's part of the tactical element of this game. Clustered teams will get their butts pounded by IDF and heavy ordinance. Unless those elements are in play, there is literally nothing preventing the teams from forming up into a horrible amoeba of death and slithering their way across the battlefield in a massive ball of mechanical carnage. There's no incentive to not pack together like eggs in a carton.

IDF needs to be good, or this game loses all tactical depth, and it's pretty starved for tactical depth in the first place.

Edited by Josef Nader, 12 December 2014 - 05:17 PM.


#17 Brody319

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Posted 12 December 2014 - 05:19 PM

Have entire threads about how Arty and airstrikes deal too much damage and are just cheap kill weapons before CW
After CW we got people defending others rights to drop 96 arty strikes on your team because reasons.

#18 Karamarka

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Posted 12 December 2014 - 05:20 PM

Attackers is a nightmare on that thermic gas map thingy

It's like

The enemy drop ships shoot over the attackers entry gate

they respawn right on top of omega and can run to gate in 10 seconds

arty/airstrike all over the gates

it takes attackers like 1 minute to get back to fight

Edited by Karamarka, 12 December 2014 - 05:20 PM.


#19 verybad

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Posted 12 December 2014 - 05:28 PM

Put artillery into the game as a physical object that can be attacked on the ground and if it's destroyed, nobody can shoot it.

Put airstrikes into the game as aerofighters being destroyable, if they're shot down...they can't shoot.

Now add CB/XP bonuses to the game for blowing them up.

More fun, more sense, and a thing to search and destroy for lights (artillery) and to target at range for snipers/AAA units ((fighters)

Seems pretty win/win for me, more fun, and targetable artillery/airstrikes.

Edited by verybad, 12 December 2014 - 05:29 PM.


#20 Monkey Lover

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Posted 12 December 2014 - 05:34 PM

View PostChemie, on 12 December 2014 - 04:00 PM, said:



so arty spam is only for the rich?
What do you think theyre in the game for now? They wouldnt cost 40k with auto refills if the point wasnt about getting people to spend cbills and buy prim time. So yes if you want less of the make it so people will only use them when its worth it. Heck all you got to do is make them 200k and very few will use them because it would start costing them cbills after the end of a game.





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