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


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#21 BellatorMonk

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Posted 28 February 2015 - 06:11 PM

So there already is a cooldown..and 10 sec is to short eh? Seems fine to me as it has prevented me plenty of times from laying it down at the right moment and/or forcing me to expose my mech to a crap load of return fire.

As for IRL..there is no reload with multiple batteries or planes. Battery A fires, then battery b, etc. The assumption is that 12 mechs is an Elite force with a dedicated battery or plane on station.

Edited by BellatorMonk, 28 February 2015 - 06:23 PM.


#22 KraftySOT

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Posted 28 February 2015 - 06:22 PM

*shakes head*

Yes, there is. 3 155mm batteries, even in an emergency fire mission, can only fire so long. Barrels need cooling, plats need re-adjusting to mission, more shells have to be unpacked. As for aircraft, even an entire CAS squadron, only carries about 80 air to ground munitions. The time it takes to fire those is pretty short. Then its RTB. If you didnt let it all go on a pass, or are looking for interdiction, there is most definitely time between passes.

No support is indefinite or unrelenting. If it was, war would be alot easier and no formation would ever be able to move. Fact is, yes, theres 'cooldown' for support in real life. Otherwise Korea, Vietnam, these things wouldnt have been the travesties that they were. Between these "cool downs" is when a unit picks up and gets the hell out of dodge, or adjusts its position.

Hill 875...Twin Tunnels...Chosin...Ia Drang valley...

Theres most definitely cooldown.

Edited by KraftySOT, 28 February 2015 - 06:23 PM.


#23 Mirumoto Izanami

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Posted 28 February 2015 - 06:23 PM

But but...

Posted Image

#24 Soy

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Posted 28 February 2015 - 06:24 PM

How do I feel about it?

Well, consumables are for scrubs.

That's about the entirity of my opinion.

#25 FupDup

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Posted 28 February 2015 - 06:27 PM

View Postbadaa, on 28 February 2015 - 04:17 PM, said:

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

Paying spacebucks still feeds the Paulconomy because it makes you grind slightly harder.

#26 Dirus Nigh

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Posted 28 February 2015 - 07:32 PM

View PostKhobai, on 28 February 2015 - 11:51 AM, said:

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.


I can see how solo que pugs would say that when they ball up and stand still.

I think the cool down time is just fine. I would like to have a sound cue when it is ready though.

#27 Kiiyor

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Posted 28 February 2015 - 07:35 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 think the cooldown should be around two minutes. Or maybe an hour? Hmmm.

6 years, my final offer. Good deal!

#28 Khobai

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Posted 28 February 2015 - 07:44 PM

Quote

There is no cooldown IRL between arty and AS strikes.


Except IRL and games are two completely different things. Artillery doesnt need to be fair or balanced IRL. It should however be both those things in MWO. The reason people play games is because they have rules which ensure fairness and balance.

Global cooldown should be increased from 15 to 18-20 seconds and the damage should be decreased from 35 to 25-30. Those extra 3-5 seconds would reduce spamability considerably. And the reduced damage means it can no longer one shot kill mechs.

Edited by Khobai, 28 February 2015 - 07:52 PM.


#29 Mcgral18

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Posted 28 February 2015 - 07:53 PM

View PostKhobai, on 28 February 2015 - 07:44 PM, said:

Global cooldown should be increased from 15 to 20 seconds and the damage should be decreased from 35 to 32. Those extra 5 seconds would reduce spamability considerably. And 32 damage means it can no longer one shot kill mechs.


Well, it still can, but a direct hit now needs to crit as well as hit. 42% chance to one-shot, rather than 100%, after the incredibly rare direct hit.

#30 Khobai

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Posted 28 February 2015 - 07:54 PM

Quote

Well, it still can, but a direct hit now needs to crit as well as hit. 42% chance to one-shot, rather than 100%, after the incredibly rare direct hit.


right so 25-30 damage might be better so even a crit cant deliver a killing blow.

#31 BellatorMonk

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Posted 28 February 2015 - 08:14 PM

Let's be honest. How many times have you actually died from an AS in matches? I have died 2x in 100's. How does that become a problem.
I have never died from being hit by 12 AS in row. I have died from being badly damaged and hit by one. If you are dying from AS from 5-12 strikes in a row..you are not playing the game you are asleep at the controls.
Is this a problem because CW people are all balled up defending a spot and get nuked? Blame the crappy CW maps designs.

#32 process

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Posted 28 February 2015 - 08:22 PM

View PostBellatorMonk, on 28 February 2015 - 08:14 PM, said:

Let's be honest. How many times have you actually died from an AS in matches? I have died 2x in 100's. How does that become a problem.
I have never died from being hit by 12 AS in row. I have died from being badly damaged and hit by one. If you are dying from AS from 5-12 strikes in a row..you are not playing the game you are asleep at the controls.
Is this a problem because CW people are all balled up defending a spot and get nuked? Blame the crappy CW maps designs.


I think I've died once to an arty heatshot in a, I want to say, pre-patched Battlemaster. The other few times I was already in terrible shape, crit torsos and missing legs.

Most of the time strikes just kinda glaze your whole mech with a bit of yellow. They're better psychological weapons than damage dealers.

Edited by process, 28 February 2015 - 08:23 PM.


#33 Lulz Kev

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Posted 28 February 2015 - 08:25 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™.


#34 Saint Scarlett Johan

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Posted 28 February 2015 - 08:31 PM

Well to be honest. If they made this game's arty like real world arty, it'd be plenty nerfed.

I've spent 4 year on an M109A6 and I've spent a year so far observing impacts on a Q36. The MWO arty needs some serious adjustment.

#35 aniviron

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Posted 28 February 2015 - 08:31 PM

View PostBellatorMonk, on 28 February 2015 - 08:14 PM, said:

Let's be honest. How many times have you actually died from an AS in matches? I have died 2x in 100's. How does that become a problem.
I have never died from being hit by 12 AS in row. I have died from being badly damaged and hit by one. If you are dying from AS from 5-12 strikes in a row..you are not playing the game you are asleep at the controls.
Is this a problem because CW people are all balled up defending a spot and get nuked? Blame the crappy CW maps designs.


I'm going to guess you don't play lights and mediums a lot?

If you see the smoke, sure, great. You run away, you laugh at the guy who wasted 40k, that's fine.

But the smoke isn't always visible. I've been mission-killed twice today; once on Crimson when someone placed smoke under the platform, which causes the shells to hit the top deck. Took an arm and a side, died instantly in a light. Once on Bog, someone placed a strike halfway up the top of one of the towering pillars of rock (and the "wind" that blows the smoke made it essentially invisible) causing the shells to fall 50m below that, taking out a leg and opening up the other one, essentially ending the game in one shot.

When I'm in an assault or a heavy, I don't really care about arty. It's annoying, mostly because of the screenshake, egregiously huge particle effects, and huge framerate hit it causes, but it yellows some components and I move on with the game. In a light or a medium, smoke around the corner or behind a rock or when you're in thermals is a death sentence.

#36 process

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Posted 28 February 2015 - 08:36 PM

View Postaniviron, on 28 February 2015 - 08:31 PM, said:

But the smoke isn't always visible. I've been mission-killed twice today; once on Crimson when someone placed smoke under the platform, which causes the shells to hit the top deck. Took an arm and a side, died instantly in a light. Once on Bog, someone placed a strike halfway up the top of one of the towering pillars of rock (and the "wind" that blows the smoke made it essentially invisible) causing the shells to fall 50m below that, taking out a leg and opening up the other one, essentially ending the game in one shot.


That's something that should be fixed, since the smoke wouldn't be visible to the cannons either. It's doable fix since UAVs can't launch when there's an overhead obstruction.

#37 Soulscour

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Posted 28 February 2015 - 08:40 PM

I would be fine if arty/airstrikes were taken out of the game. They basically give us the choice of being competitive or getting paid more cbills. I feel different about uav only because they are great anti-ecm and for directing pug sheep. They still cost cbills and greatly decrease earnings.

I think people would enjoy the game more if there wasn't the cbill sink of consumables.

Edited by Soulscour, 28 February 2015 - 08:44 PM.


#38 FupDup

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Posted 28 February 2015 - 08:43 PM

On a side note, I think another problem with arty right now is that PGI gave us module slots that can ONLY be filled by arty and other money sink consumables. The tin foil hat enthusiast in me can see that this was clearly made to get people to spend more spacebucks than usual. Before the module system rework, you had the ability to fill every slot with passive modules that only needed to be purchased once. But now, you have to pay up every match to get the most out of your robot.

I think that modules should be divided up by their specific ROLE rather than three very broad categories. Things like Sensors, Support, Defense, Offense, Mobility, etc. Consumables would fit under those categories instead of having their own. For example, UAV would count as a sensor module and Artillery would count as a support module.

They should have to compete against passive modules for filling up your slots.

Edited by FupDup, 28 February 2015 - 08:44 PM.


#39 aniviron

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Posted 28 February 2015 - 08:51 PM

View PostFupDup, on 28 February 2015 - 08:43 PM, said:

On a side note, I think another problem with arty right now is that PGI gave us module slots that can ONLY be filled by arty and other money sink consumables. The tin foil hat enthusiast in me can see that this was clearly made to get people to spend more spacebucks than usual. Before the module system rework, you had the ability to fill every slot with passive modules that only needed to be purchased once. But now, you have to pay up every match to get the most out of your robot.

I think that modules should be divided up by their specific ROLE rather than three very broad categories. Things like Sensors, Support, Defense, Offense, Mobility, etc. Consumables would fit under those categories instead of having their own. For example, UAV would count as a sensor module and Artillery would count as a support module.

They should have to compete against passive modules for filling up your slots.


I noticed this too, and agree. I wouldn't mind weightless heatless infinite range no crit slot free damage if it meant my opponent had to give up radar dep or seismic to do it, as under the old system. There's no tradeoff to taking consumables now.

#40 Lightfoot

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Posted 28 February 2015 - 09:18 PM

I shoot them while the drop their weak bombs for 50k. I never use Arty, LRMs are free and better.





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