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How Do You Feel About The Cooldown On Arty And Airstrikes?


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#1 AntiCitizenJuan

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Posted 28 February 2015 - 11:11 AM

Curious as to what the forums think about Arty/Airstrike spam from coordinated teams.
Chain Arty/Airstrikes are frequent with organized units,

so what do you think about the cooldown or lack thereof inbetween them?

#2 FupDup

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Posted 28 February 2015 - 11:14 AM

Their purpose is to be money sinks, so that they can feed the Paulconomy™.

#3 Ngamok

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Posted 28 February 2015 - 11:47 AM

Needs to be longer IMO, 30s. That way you can't lay them down immediately on choke points after 10s from the initial one and gives people time to clear out and not have a match start off with who can lay them down fast enough.

#4 Khobai

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Posted 28 February 2015 - 11:51 AM

the cooldown is definitely too short. artillery is way too spammable.

artillery damage also needs to be reduced so it cant one shot mechs. 25-30 would be more appropriate.

#5 Deathlike

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Posted 28 February 2015 - 02:16 PM

The Cooldown needs to be longer... from 10 seconds (it feels like 5 seconds due to the ETA from firing til the fireworks) to like 15 seconds AT LEAST.

#6 Clydewinder

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Posted 28 February 2015 - 02:19 PM

I think it is perfect as-is.

#7 BellatorMonk

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Posted 28 February 2015 - 02:34 PM

There is no cooldown IRL between arty and AS strikes. The only thing that bugs me is my AS seems to reset/recharge randomly during a battle. I can be 4 mins into a battle and try to execute only to it recharging for some reason.

#8 aniviron

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Posted 28 February 2015 - 03:26 PM

View PostBellatorMonk, on 28 February 2015 - 02:34 PM, said:

There is no cooldown IRL between arty and AS strikes.


And there's also no ability for every Tom, ****, And Harry to call in air strikes and artillery support, and it can take minutes or even hours for the strikes to start happening, and real artillery strikes will bounce off tank armor.

So let's not bring how real artillery works into this, hm? And stick to discussions of what makes for fun gameplay.

#9 Fate 6

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Posted 28 February 2015 - 03:51 PM

Should be about 30 seconds. It's supposed to be a tactical tool, not a heatless weapon.

#10 Mirumoto Izanami

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Posted 28 February 2015 - 03:53 PM

View Postaniviron, on 28 February 2015 - 03:26 PM, said:


and real artillery strikes will bounce off tank armor.


Newp. Try again.

#11 WrathOfDeadguy

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Posted 28 February 2015 - 03:53 PM

The cooldown needs to be longer and the strike spotter needs to be required to paint the intended target with TAG.

Magic instant fire-and-forget unlimited range smokebombs are a stupid mechanic, and whoever designed strikes that way should be ashamed.

#12 Mcgral18

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Posted 28 February 2015 - 03:56 PM

I think it should go to 20 seconds, up from 10.


I'd also prefer 20 shells at 20 damage, rather than 10 and 35. Instagibbing isn't very fun.

#13 Urdnot Mau

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Posted 28 February 2015 - 04:01 PM

it should be general opinion that the cooldown is too low. The current cooldown is not a problem in queues currently cause most of the matches people don't spamm it. But bigger em more competitive groups definetely get a huge advantage of coordinating 12 strikes with the current cooldown and that's why they spamm it. Also, the damage is very high when a slug hit you and the splah damage on lights and assaults is very harsh too

#14 Sir Wulfrick

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Posted 28 February 2015 - 04:10 PM

The cooldown could be longer but more significantly both need to be changed so that only light mechs can carry them. Constant spam in CW games because all 96 mechs come with them gets old very quickly.

#15 KraftySOT

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Posted 28 February 2015 - 04:14 PM

Yeah considering people who use this stuff with no premium time going in the non-cw queue are basically making no money...I think its fine.

#16 badaa

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Posted 28 February 2015 - 04:17 PM

View PostFupDup, on 28 February 2015 - 11:14 AM, said:

Their purpose is to be money sinks, so that they can feed the Paulconomy™.


no ones paying mc for arty, especially when they rarely hit and you hav c-bill option

#17 AThousandD

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Posted 28 February 2015 - 04:30 PM

View PostBellatorMonk, on 28 February 2015 - 02:34 PM, said:

There is no cooldown IRL between arty and AS strikes. The only thing that bugs me is my AS seems to reset/recharge randomly during a battle. I can be 4 mins into a battle and try to execute only to it recharging for some reason.


That's because someone on your team had used a strike and a 10 sec. cooldown ensues. It is what this topic is about.

What I'd like is for BBetty to announce that your team is using a strike, because sometimes in the heat of combat I'll go out of my way to get to an exposed position where I can drop a strike on an enemy cluster, only to find out - too late! - that I'm exposed, the strike in the middle of cooldown and I'm copping damage for nothing.
Something like "Artillery support imminent"/"Airstrike support imminent".

#18 process

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Posted 28 February 2015 - 04:40 PM

I don't think cooldown is really the issue; it's being spammed unknowingly. Perhaps an additional visual cue -- something like a TAG laser being required to designate the strike location; or an audio cue -- Betty reporting "Artillery Strike Detected" as soon as the smoke goes up. Or perhaps it takes a few seconds to spot the strike location like an LRM lock.

#19 KraftySOT

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Posted 28 February 2015 - 04:55 PM

There IS a cool down on arty and air support in real life. Its called reloading.

#20 Darlith

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Posted 28 February 2015 - 05:57 PM

View PostBellatorMonk, on 28 February 2015 - 02:34 PM, said:

There is no cooldown IRL between arty and AS strikes. The only thing that bugs me is my AS seems to reset/recharge randomly during a battle. I can be 4 mins into a battle and try to execute only to it recharging for some reason.


I believe that happens when someone just placed one, there is a short delay before the next one can be placed or a team could carpet bomb an area.





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