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


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#41 Ngamok

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Posted 28 February 2015 - 09:33 PM

View PostMirumoto Izanami, on 28 February 2015 - 03:53 PM, said:


Newp. Try again.


This is interesting:

http://www.military..../2260323001001/

#42 Mystere

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Posted 28 February 2015 - 11:24 PM

There is a reason I like artillery and air strikes the way they are right now: They are feared for the off chance that someone in a fresh Mech will get instantly killed by one. It has a much bigger psychological rather than physical impact. As such, they can be arguably classified as a terror weapon.Why else would people really want them nerfed?

And let us not kid ourselves here. The chances of a fresh Mech dying to one is very small.

I play mostly lights, by the way.

#43 Mystere

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Posted 28 February 2015 - 11:42 PM

View PostNgamok, on 28 February 2015 - 09:33 PM, said:



Which section of that video shows anti-artillery protection on the top side of a tank? It looks like I missed it.

Edited by Mystere, 28 February 2015 - 11:43 PM.


#44 Mirumoto Izanami

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Posted 01 March 2015 - 04:49 AM

View PostNgamok, on 28 February 2015 - 09:33 PM, said:



A hit from artillery , which has a ballistic arc, will go right through the top armor of a tank. A near miss, which is what you usually get, won't do much. This video doesn't really expand upon that.

#45 kapusta11

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Posted 01 March 2015 - 04:51 AM

I think it's too long, and 1 use per game is not enough, in other words, we need Arrow IV artillery.

Edited by kapusta11, 01 March 2015 - 04:51 AM.


#46 KraftySOT

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Posted 01 March 2015 - 11:36 AM

It depends on the tank, the arty, the ground, the era.

An 88mm HE impact next to a tank, is bubkiss. It wont do anything but rattle the nerves of the guys inside the tank. Even a 500kg bomb near miss, was only hurting the crew of Char Bis-1s during the Battle of France, though many times it did kill crew members with the overpressure.

Now by Iraq, 155mm Anti armor rounds, were taking out an entire "sea" of T-72s (over 300 tanks destroyed by pretty regular artillery).

Its complicated.


I dont have a problem with arty in this game. If I could change it, id just make it not always hit where the red smoke is. Ive never seen fire missions that accurate, and they werent that accurate in the boardgame either unless firing at pre-designated targets.

#47 Torgun

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Posted 01 March 2015 - 12:45 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™.


Every page in this thread needs to have the truth quoted.

#48 WarZ

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Posted 01 March 2015 - 12:53 PM

View PostAntiCitizenJuan, on 28 February 2015 - 11:11 AM, said:

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?


I dont think they should be in the game at all. It's very often abused. Spam is annoying as hell and really ruins the fun of a match. And if you are on a team that only uses 1 or 2 throughout the whole match and the enemy team drops 8+ during a round, it is seriously unbalancing.

Like a lot of things they've added to the game, it was unecessary, its annoying, it breaks the fun, and the game was much better without it.

#49 Mystere

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Posted 01 March 2015 - 01:25 PM

View PostWarZ, on 01 March 2015 - 12:53 PM, said:

I dont think they should be in the game at all. It's very often abused. Spam is annoying as hell and really ruins the fun of a match. And if you are on a team that only uses 1 or 2 throughout the whole match and the enemy team drops 8+ during a round, it is seriously unbalancing.

Like a lot of things they've added to the game, it was unecessary, its annoying, it breaks the fun, and the game was much better without it.


I don't consider something that happens once every 10 seconds or so as "spam".

#50 zeves

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Posted 01 March 2015 - 03:59 PM

their fine as is, if only light could use them then they wouldnt be money sinks now would they, cough 5% lights
if tag was needed only lurm boats and lights would use them also.
if your team gets seriusly damaged by continius arty spam ur prob screwd by being in a choke point anyhow

#51 Ultra-Laser

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Posted 01 March 2015 - 04:27 PM

View Postkapusta11, on 01 March 2015 - 04:51 AM, said:

I think it's too long, and 1 use per game is not enough, in other words, we need Arrow IV artillery.


I honestly don't think Arrow IV would be totally worth is other then giving TAG lasers a bit of added utility. Having to maintain line of sight to your target for LRMs is already a risk, having to do so for several seconds for something that would only do damage comparable to a single arty/airstrike blast when you could hit him and everyone standing nearby with 1/5th the exposure time just with the consumable. Where would the Arrow IV itself be launched from anyway? A teammates mech? An AI controlled turret or vehicle? Would it just fly in from outside the map?

#52 Mirumoto Izanami

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Posted 01 March 2015 - 04:30 PM

View PostUltra-Laser, on 01 March 2015 - 04:27 PM, said:

Would it just fly in from outside the map?



Well, considering the TT range is measured in maps, that would be appropos.

#53 Ultra-Laser

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Posted 02 March 2015 - 05:47 AM

View PostMirumoto Izanami, on 01 March 2015 - 04:30 PM, said:



Well, considering the TT range is measured in maps, that would be appropos.


Here's the thing, BattleTech mapsheets are 17 hexes long which at 30 meters a hex translates to 510 meters across. Roughly the size of the grid squares on the tactical overview map. So even if something came in from "off board" it would still probably be on the map in MWO. I personally would love piloting a dedicated arty mech, if for no other reason then I could bombard designated areas where I KNOW the other team is but they have ECM and/or the spotter can't hold a lock for the LRMs. I know that there's a catapult variant or two with Arrow IV equipped, I think one of them is available in 3050 as well, so fingers crossed that I will one day be able to blind fire into a given grid square and hit half the enemy team scrambling to get through that one choke point.

#54 Mirumoto Izanami

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Posted 02 March 2015 - 05:55 AM

Its rang is 8-9 maps. 4km - 4.5km puts it off a MWO map


Except Alpine.

That said, I would be sad to see an arrow mech in my lance. Easy pickins.

Edited by Mirumoto Izanami, 02 March 2015 - 06:02 AM.






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