So When Does Consumables Such As Artillery And Airstrike Gets Removed?
#21
Posted 17 December 2014 - 12:38 PM
#22
Posted 17 December 2014 - 12:44 PM
Artillery is an appropriate weapon to the game, it is lore-friendly, it is canon, and it is "here to stay."
That said, being able to find their artillery position and take it out would be "Nice."
#23
Posted 17 December 2014 - 12:50 PM
Master Pain, on 17 December 2014 - 12:38 PM, said:
Yeah, not like they can drop arty right behind you, or maybe right in front of you in an atlas that literally cannot turn or move out fast enough once the red smoke shows up.
I'm not for removing it, at all; but to say "oh if you take damage from artillery yer dum nub" is really kind of not helping.
#24
Posted 17 December 2014 - 01:01 PM
#25
Posted 17 December 2014 - 01:03 PM
Edited by AnotherFineMechYouveGottenMeInto, 17 December 2014 - 01:10 PM.
#26
Posted 17 December 2014 - 01:15 PM
Why are they needed in CW? Because the game was designed that way, as a constant money sink.
Sadly, the Arrow IV doesn't exist in MWO. If it did, we'd have to have artillery as an organic part of the battlefield, vs. REDSMOKE BOMBARDMENT.
#27
Posted 17 December 2014 - 01:31 PM
Easy, simple, effective. 20 shells, up from 10, to not quite halve the damage, to 20 per shell. This prevent the instagibbing RNG headshots as well as 1 shotting components from lights. 20 shells means you'll get more hits.
It also increases the current potential damage by 50 points.
20 seconds, double the current 10, still makes them very usable in a 14 minute span, but prevents excessive spam.
It's also a very easy change to make, without any new mechanics being implemented.
#28
Posted 17 December 2014 - 01:41 PM
#29
Posted 17 December 2014 - 02:09 PM
Sarlic, on 17 December 2014 - 09:36 AM, said:
Correct. It was the plan, but it got scrapped.
There was a whole thread of more then 40 pages i believe when PGI announced (when the publisher was still on board.) the adjustment of the current module system some people really had some great idea's of how it was and should be implented.
See my older thread about the module system: http://mwomercs.com/...se-or-blessing/
Two years ago, that was during the dark days of IGP. Maybe this is back on the table or could be. There's a townhall tonight, put it out there.
#30
Posted 17 December 2014 - 02:28 PM
R5D4, on 17 December 2014 - 11:51 AM, said:
More realistically though maybe it should be limited to lights and mediums since they can fill the "scout" roll.
Or any mech with a command console or the high tier Clan equivalent.
Heavier mechs pay for the use, lighter mechs get it for free.
Or ya know... make certain mechs unique by having it or not regarding their role.
#31
Posted 17 December 2014 - 04:30 PM
But I don't want it removed nor do I think there is any chance they will listen to this suggestion
#32
Posted 17 December 2014 - 05:00 PM
Sarlic, on 17 December 2014 - 09:36 AM, said:
Correct. It was the plan, but it got scrapped.
There was a whole thread of more then 40 pages i believe when PGI announced (when the publisher was still on board.) the adjustment of the current module system some people really had some great idea's of how it was and should be implented.
See my older thread about the module system: http://mwomercs.com/...se-or-blessing/
If they had done it this way everyone would have picked the Commander tree.
#33
Posted 17 December 2014 - 05:20 PM
Speaking of arty/air strikes, now that we can only carry one, either or, can we adjust the key bindings so both arty/air strikes can have the same key?
#34
Posted 17 December 2014 - 05:30 PM
They're a great tool to use against the unaware campers and snipers.
#35
Posted 17 December 2014 - 05:42 PM
Sarlic, on 17 December 2014 - 09:28 AM, said:
I want this whole crap out of the game.
It shouldn't be in the game in the first place.
This debacle cost them thousands of players along with ghost heat, and the PPC era stupidness that was allowed to continue for a year.
But if you must keep them in the game then make them require extra tonnage and critical space in the form of a command console 2.0
Make this an upgrade like "artemis". Make every make that wants it need to pay 250,000 CB.
Let players "choose" if they want to sacrifice weight and space to use air strikes or go vanilla.
Edited by Glythe, 17 December 2014 - 05:47 PM.
#36
Posted 17 December 2014 - 05:57 PM
Quote
artillery and airstrike should stay in the game, however theyre ridiculously abused at present. I personally feel only players specialized in a "command/support" role should be able to use them.
we need a better skill system that promotes role warfare by dividing players/mechs up into the classic battletech roles. I personally would go with 3 skill trees, each with 2 subtrees to choose between. So you might have command/support, strike/assault, recon/pursuit as your 3 trees. by making it so no one player can do everything you further reinforce the teamwork aspect of the game.
essentially youd pick a role before each game just like you pick a mech. Youd be able use GXP to unlock skills for each of the roles, and youd be able to respec those skills anytime for a nominal cbill or MC cost. You could only play one role at a time but youd be able to switch roles anytime you could switch mechs.
Edited by Khobai, 17 December 2014 - 06:11 PM.
#37
Posted 17 December 2014 - 06:40 PM
The current implementation is much better, they get used. No sense in a feature no one uses, right?
As for liking or not liking... I prefer to punish campers and the oblivious, I want a tool to encourage dug in enemies to move, I want people that think they're safe to take a beating out of nowhere. I like the strikes. The problem isn't the weapon, the problem is your steadfast refusal to learn how to deal with them. Reminds me of the guy a few weeks back that whined about them after his team got hit with 3 strikes while camping a location. The problem isn't the weapon, the problem was the team was a bunch of fools that decided cowering was a winning strategy.
Glythe, on 17 December 2014 - 05:42 PM, said:
Got a source for that, or is that your own conjecture that you believe because you don't like it?
#38
Posted 17 December 2014 - 07:30 PM
#39
Posted 18 December 2014 - 12:35 AM
R5D4, on 17 December 2014 - 11:51 AM, said:
More realistically though maybe it should be limited to lights and mediums since they can fill the "scout" roll.
Seems reasonable. But what a out tonnage limit and upcoming CW? 4 lights in solo que is still 4 airstrikes per match on one team. And with CW probaly expanding in the future up to more players i dont like having more light carrying these consumables.
CapperDeluxe, on 17 December 2014 - 11:37 AM, said:
But I don't understand how they haven't increased the timer between strikes yets. That seems like a no-brainer.
I am having the problem each, but each player can equip a arty or a strike. Implent it as intended in role warfare.
Wait... What role warfare?
Problem is exactly it describes. First of there are no clear roles. Second the consumables and the whole module system does not gets any better with just a timer increase.
#40
Posted 18 December 2014 - 12:40 AM
GenghisJr, on 17 December 2014 - 05:20 PM, said:
Speaking of arty/air strikes, now that we can only carry one, either or, can we adjust the key bindings so both arty/air strikes can have the same key?
Well within the current system a solution would be that air or arty can only be placed when UAV is up and within UAV range can be placed.
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