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New Consumable: Strafing Strike


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#1 CDLord HHGD

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Posted 10 November 2015 - 10:18 AM

So this will be similar to Artillery Strike and Air Strike, where Artillery is a circular AoE and Air is a line from point of smoke straight back based on the angle when it was set.

Strafing Strike would act like Air Strike except its AoE would be a line perpendicular to the user centered (?) on the smoke signal.

I know lots of people thing the consumables ruined the game/immersion, but they are only one more tool and their effectiveness is very situational.

Edited by cdlord, 10 November 2015 - 10:20 AM.


#2 Mechteric

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Posted 10 November 2015 - 10:23 AM

Maybe would be better if it somehow just gave you the option to pick the direction of air strike's attack in the game, rather than a whole new strike just for that purpose.

#3 El Bandito

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Posted 10 November 2015 - 10:24 AM

View Postcdlord, on 10 November 2015 - 10:18 AM, said:

I know lots of people thing the consumables ruined the game/immersion, but they are only one more tool and their effectiveness is very situational.


Consumables reduce TTK, on top of ruining game immersion. In my matches, the players I play with/against are packed to the gills with Coolshots, UAVs, and Strikes, every single game. I doubt laser vomit would be as effective as it is currently, without Coolshots.

#4 Juodas Varnas

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Posted 10 November 2015 - 10:25 AM

I'd rather just remove all the strikes, coolant flushes and UAVs from the game. :rolleyes:

#5 cSand

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Posted 10 November 2015 - 10:26 AM

How about a dropship runs in and does a strafe with lasers etc??

BUT

It is also able to be SHOT DOWN for HUGE MONEYS

#6 Mystere

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Posted 10 November 2015 - 10:29 AM

View PostEl Bandito, on 10 November 2015 - 10:24 AM, said:

Consumables reduce TTK, on top of ruining game immersion.


Yes, they ruin game immersion because they are too weak, unlike this:




So I want them stronger. :D

Edited by Mystere, 10 November 2015 - 10:30 AM.


#7 Juodas Varnas

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Posted 10 November 2015 - 10:35 AM

View PostMystere, on 10 November 2015 - 10:29 AM, said:


Yes, they ruin game immersion because they are too weak, unlike this:




So I want them stronger. :D

Posted Image

#8 Narcissistic Martyr

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Posted 10 November 2015 - 10:45 AM

Ooo better idea!

Get rid of the fracking consumables.

#9 CDLord HHGD

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Posted 10 November 2015 - 10:48 AM

View PostCapperDeluxe, on 10 November 2015 - 10:23 AM, said:

Maybe would be better if it somehow just gave you the option to pick the direction of air strike's attack in the game, rather than a whole new strike just for that purpose.

I would like to see a "press and hold" key to disconnect your mouse cursor so you can interact with HUD elements... If we had this, then choosing the direction on the mini-map would be a no-brainer. :)

#10 Narcissistic Martyr

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Posted 10 November 2015 - 10:56 AM

View Postcdlord, on 10 November 2015 - 10:48 AM, said:

I would like to see a "press and hold" key to disconnect your mouse cursor so you can interact with HUD elements... If we had this, then choosing the direction on the mini-map would be a no-brainer. :)


can't you already do stuff like that by going to the battlemap?

#11 draiocht

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Posted 10 November 2015 - 10:59 AM

View PostCapperDeluxe, on 10 November 2015 - 10:23 AM, said:

Maybe would be better if it somehow just gave you the option to pick the direction of air strike's attack in the game, rather than a whole new strike just for that purpose.

You already could (sort of) aim the airstrike, if you have lower arm actuators. Aim point is with the arm reticle, but the strike's direction is determined by the torso reticle (if I'm seeing it right? and not entirely sure if it runs parallel or angled, as it looks strange on some maps).

Of course, that only works if your mech has lower arm actuators and a wide cockpit view. And is still fairly awkward, even then.


edit: but yes, it'd be wonderful if a player could do something like aiming the airstrike in the opposite direction. or if their was simply more info about that stuff, in-game.

Edited by draiocht, 10 November 2015 - 11:06 AM.


#12 Creovex

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Posted 10 November 2015 - 11:37 AM

How about adding some Napalm-like bombs as talked about in the novels... allow the ground to burn and mechs to take damage/gain heat fast if hit?

#13 LordMelvin

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Posted 10 November 2015 - 03:12 PM

Why not make strikes only placeable via the battlemap? Then you need to completely relinquish control of your mech to rain explosive death down. Although this also means that you would no longer need to appear in view of the enemy to place a strike which could be compensated for by providing an audio queue.

Or giving strikes a placement delay where you need to mark the area for a time (2 seconds maybe). You could do it at 170 kph but then you run the risk of putting it in the wrong spot. You'd need to be exposed the whole time and there would be less spontaneous hail-marying of strikes across the map. This might restrict strikes to only mechs than can afford to stand still for the designation period which would basically exclude assaults and slow heavies.

Edited by LordMelvin, 10 November 2015 - 03:13 PM.


#14 Troutmonkey

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Posted 10 November 2015 - 03:18 PM

View PostcSand, on 10 November 2015 - 10:26 AM, said:

How about a dropship runs in and does a strafe with lasers etc?? BUT It is also able to be SHOT DOWN for HUGE MONEYS


Oh yes, because we all remember how fun it was to be picked apart by the bloody choppers in CoD4 right?

#15 Mister Blastman

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Posted 10 November 2015 - 03:32 PM

How about no more consumables and remove the ones we have? ;)

#16 cSand

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Posted 10 November 2015 - 03:42 PM

View PostTroutmonkey, on 10 November 2015 - 03:18 PM, said:


Oh yes, because we all remember how fun it was to be picked apart by the bloody choppers in CoD4 right?


Rocket launcher used to solve that pretty quick :P

#17 M T

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Posted 10 November 2015 - 03:45 PM

Wait, there's a new consumable? lol

#18 Funkin Disher

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Posted 10 November 2015 - 03:46 PM

Consumables should temporarily increase functionality, such as a short boost to sensor range or crit chance, instead of add new stuff that you can do free of tonnage and crit slots.

Another idea: limit consumables by faction. IS can call in strikes and throw up UAVs, clanners get coolshots. Or whatever.

Edited by Funkin Disher, 10 November 2015 - 03:47 PM.


#19 CDLord HHGD

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Posted 11 November 2015 - 06:16 AM

View PostNarcissistic Martyr, on 10 November 2015 - 10:56 AM, said:


can't you already do stuff like that by going to the battlemap?

You can, but I'm talking the main HUD. Be a cool way to let go of the control stick to press a button on one of the monitors etc...

#20 Escef

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Posted 11 November 2015 - 06:36 AM

I am amenable to this proposal.

I'd also like a "fake" arty strike consumable. Just a red smoke canister to make people panic.

And a Smoke consumable, lays out a smoke screen around a hundred meters across that dissipates in 15 to 20 seconds. (For extra poops'n'giggles, make it so that it fizzles and produces next to no result on HPG Manifold.)

A Chaff consumable that scrambles sensors in a 30 meter radius for 10 to 15 seconds would also be interesting.

We have a huge amount of potential design space in consumables that can be used to add more depth to the game, yet people want to cry about it existing at all? People blow my mind.





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