The way strikes should work in breaking up death balls is:
1. WAY more damage.
2. WAY longer duration
3. WAY BIGGER Circle of damage
4. WAY longer reuse timer.
Think of it this way... The smoke drops and keeps smoking for 3 minutes and you have about 30 seconds before the first shell drops. Then, for the next 3 minutes a shell drops randomly in the area every 5 seconds causing huge damage to anything still in the area of that particular impact. It would take an additional 2 minutes for the artillery strike to be available after the last shell has dropped. The key thing is making the damage very painful to a mech that is hit -- lethal to a light mech (which should be able to get out of the way) and painful to an assault.
The result would be LESS damage, over all, to mechs from artillery strikes but more damage to the stupid players who stay in the area of an arty strike. It would relegate an area that is under bombardment as a no-go zone, which could be used for cutting off retreat or an advance of an enemy for a period of time. It would mean less overall artillery strikes in game. In essence it makes artillery what it really is, inaccurate, devastating, situational and tactical weapon of war.
How would this look in game? Well on Assault it would probably make a base unapproachable for 3 minutes to light and medium mechs. It would lock-down a resource point on conquest for a period of time -- which could slightly change the game play if you need to hold onto a node or prevent a node from being taken. On skirmish -- it would only be of use in cutting off enemies. In CW, it could stop an enemy from entering a gate or force an enemy off of an advantageous position for a period of time.
Edited by nehebkau, 06 October 2015 - 06:11 AM.