Why People Complain About Long Tom
#41
Posted 20 April 2016 - 06:26 PM
These are like Tac Nukes
#42
Posted 20 April 2016 - 06:26 PM
Scout Derek, on 20 April 2016 - 06:14 PM, said:
Is Polar Highlands Cancer too? Is it? Because it's something new players have to learn?
I'm just asking, not angry or anything, rather curious as to why, because if people can't figure out how to spread out to devalue the use of Long Tom, then they need to learn by reading the notes. I mean the enemy team even gets the timer when the Long Tom is coming.
What does Polar Highlands have to do with anything?
Long Tom doesn't require any aiming, tactics, or coordination on the part of the players.
Nobody has to aim it, or choose the right time to deploy it. It's an automated environmental effect that decimates the enemy.
Sure, you can spread out so only 1 or 2 people get gibbed every 2 minutes.
You can even light rush the enemy to exploit the ******** automated system into killing it's own team.
It's incredibly stupid, and it takes damage, kills, and cbills away from whoever uses.
Anyone who likes to play on a coordinated team, and prides themselves on 'outplaying' their enemy is in complete disgust with this absolute crap system. It's just bad, any way you look at it.
And "You shouldn't like the enemy get 90% intel" is a dumb argument. Unless your in a zerg like MS, you aren't going to have a whole lot of control over 4v4. People should be playing 4v4 because 4v4 is smallscale FUN, not because it gives AUTOMATED IWIN ARTILLERY.
People should be playing this game to kill mechs, not to let the environment kill mechs for them.
This isn't even something I should have to explain. This is common sense.
#43
Posted 20 April 2016 - 06:27 PM
Scout Derek, on 20 April 2016 - 06:14 PM, said:
Is Polar Highlands Cancer too? Is it? Because it's something new players have to learn?
I'm just asking, not angry or anything, rather curious as to why, because if people can't figure out how to spread out to devalue the use of Long Tom, then they need to learn by reading the notes. I mean the enemy team even gets the timer when the Long Tom is coming.
No Scout Derek, its not that we cant adapt to counter the longtom (even when it is on our side) please think about the post.
Its that the ENTIRE MATCH becomes about the longtom..... It might as well be named Longtom Warfare. This is not a good base for a fun match. Look im sure PGI will reduce the timer / and give its aiming abillity to company commander and then it will all be good. but as it stands, its far far far too much of an influence on the game. It has browen CW in my opinion.
#44
Posted 20 April 2016 - 06:27 PM
Scout Derek, on 20 April 2016 - 06:22 PM, said:
Then there should be adjustments coming to mind then. as MC has mentioned in another thread, asking opinions on how to fix it.
One thing that struck me as, "Why?" was the fact that Long Tom
Yes and no, the damage should be alot lower, make it a super arty not a mini nuke that takes out most of a drop due to porely designed maps and game play tailored to said maps. Maps change then long tom comes in and forces a change of play style.
#45
Posted 20 April 2016 - 06:29 PM
Let's pretend that grouping up into a giant ball and hurling your ball at enemy positions is how real military forces operate
Let's also pretend that it's a valid strategy in use currently
So America is fighting Russia
They have a tank force attacking, it's got 40tanks , they form up into a tight and dense ball
They thrust deep into enemy territory , nothing can stand against 40 of those giant smooth bore cannons
Their power is only matched by the sheer volume of armour in their death ball
So what possible defense can the Russians mount , they have tried line abreast, wedge , v, claw, line
None of the traditional unit formations work against this terrible new power play
Oh right they just drop a huge bomb on the entire enemy force and wipe them all out with one strike
Wow that was easy
#46
Posted 20 April 2016 - 06:33 PM
Naduk, on 20 April 2016 - 06:29 PM, said:
Let's pretend that grouping up into a giant ball and hurling your ball at enemy positions is how real military forces operate
Let's also pretend that it's a valid strategy in use currently
So America is fighting Russia
They have a tank force attacking, it's got 40tanks , they form up into a tight and dense ball
They thrust deep into enemy territory , nothing can stand against 40 of those giant smooth bore cannons
Their power is only matched by the sheer volume of armour in their death ball
So what possible defense can the Russians mount , they have tried line abreast, wedge , v, claw, line
None of the traditional unit formations work against this terrible new power play
Oh right they just drop a huge bomb on the entire enemy force and wipe them all out with one strike
Wow that was easy
Have you actually played matches with the Longtom? Or are you just talking our of your arse? Its sounding like the latter...
#47
Posted 20 April 2016 - 06:35 PM
Naduk, on 20 April 2016 - 06:29 PM, said:
Let's pretend that grouping up into a giant ball and hurling your ball at enemy positions is how real military forces operate
Let's also pretend that it's a valid strategy in use currently
Except, yes.. it is what we do.
When clearing a house, whether it's military or swat, they deathball up and go together.
Maybe you'd like to save up your cbills and buy a clue.
#48
Posted 20 April 2016 - 06:37 PM
feeWAIVER, on 20 April 2016 - 06:26 PM, said:
Long Tom doesn't require any aiming, tactics, or coordination on the part of the players.
Nobody has to aim it, or choose the right time to deploy it. It's an automated environmental effect that decimates the enemy.
Sure, you can spread out so only 1 or 2 people get gibbed every 2 minutes.
You can even light rush the enemy to exploit the ******** automated system into killing it's own team.
It's incredibly stupid, and it takes damage, kills, and cbills away from whoever uses.
Anyone who likes to play on a coordinated team, and prides themselves on 'outplaying' their enemy is in complete disgust with this absolute crap system. It's just bad, any way you look at it.
And "You shouldn't like the enemy get 90% intel" is a dumb argument. Unless your in a zerg like MS, you aren't going to have a whole lot of control over 4v4. People should be playing 4v4 because 4v4 is smallscale FUN, not because it gives AUTOMATED IWIN ARTILLERY.
People should be playing this game to kill mechs, not to let the environment kill mechs for them.
This isn't even something I should have to explain. This is common sense.
Polar Highlands is a example of the so called "Cancer".
on the other hand. if it is common sense, then why do people continue to play? wouldn't it make sense to not play until the whole things been corrected? as in, limit to amount of Long Tom rounds a team gets?
The more I think about this the more I'm thinking and reading and rereading patch notes I'm wondering why there's no limit to Long Tom rounds. I'd say limit to 5 Shots, hell, maybe even 2. and change the satellite scans to 5 only.
there, now it's not Long Tom based warfare but it does allow a team to turn the situation to their advantage.
1 21 Giggawatts, on 20 April 2016 - 06:27 PM, said:
No Scout Derek, its not that we cant adapt to counter the longtom (even when it is on our side) please think about the post.
Its that the ENTIRE MATCH becomes about the longtom..... It might as well be named Longtom Warfare. This is not a good base for a fun match. Look im sure PGI will reduce the timer / and give its aiming abillity to company commander and then it will all be good. but as it stands, its far far far too much of an influence on the game. It has browen CW in my opinion.
as I said to fee, make those changes. I'd be okay with them.
#49
Posted 20 April 2016 - 06:39 PM
Scout Derek, on 20 April 2016 - 06:37 PM, said:
on the other hand. if it is common sense, then why do people continue to play? wouldn't it make sense to not play until the whole things been corrected? as in, limit to amount of Long Tom rounds a team gets?
The more I think about this the more I'm thinking and reading and rereading patch notes I'm wondering why there's no limit to Long Tom rounds. I'd say limit to 5 Shots, hell, maybe even 2. and change the satellite scans to 5 only.
there, now it's not Long Tom based warfare but it does allow a team to turn the situation to their advantage.
as I said to fee, make those changes. I'd be okay with them.
I dunno, I play Brawler and I love Polar Highlands.
IMO, Long Tom needs to be aimed and fired by a player, once per wave, by a scout-recon mech such as the Commando.
#50
Posted 20 April 2016 - 06:41 PM
Naduk, on 20 April 2016 - 06:29 PM, said:
Wow that was easy
You realize there's only 1 bomb in REAL life capible of taking out 40 M1A1 tanks in one shot, and that it would start a Nuclear Holocaust on earth? That's called winning the fight but losing the war.
Here's the problem with Long Tom & current CW maps - the maps were DESIGNED AROUND CHOKE POINTS. You are suggesting people don't deathball, instead stream in 1 by 1. If the enemy with Long Tom sets up a firing line around all gate choke points, even 4 mechs on 3 gates, it is unlikely they will have trouble focusing the individual mechs. Even then they'll lose at least 1 mech every 2 minutes to Timmy.
Edited by Hydrocarbon, 20 April 2016 - 06:42 PM.
#51
Posted 20 April 2016 - 06:46 PM
feeWAIVER, on 20 April 2016 - 06:35 PM, said:
When clearing a house, whether it's military or swat, they deathball up and go together.
Maybe you'd like to save up your cbills and buy a clue.
Do you think they would do that if they know the guy in the house has a grenade or two? Think of the Long Tom as that grenade. A BIG damn grenade. You know the other team has it. Adapt or get your a$$ blown off.
The patch tomorrow will lower the damage so maybe it will only take out half your murder ball.
#52
Posted 20 April 2016 - 06:48 PM
feeWAIVER, on 20 April 2016 - 06:39 PM, said:
I dunno, I play Brawler and I love Polar Highlands.
IMO, Long Tom needs to be aimed and fired by a player, once per wave, by a scout-recon mech such as the Commando.
no bueno on the commando, what if the team using long Tom doesn't bring a light?
also, if you go by waves, that's 4 Long Tom shots. maybe every 2 waves would be better. but thats my opinion too on it.
#53
Posted 20 April 2016 - 06:59 PM
Scout Derek, on 20 April 2016 - 06:22 PM, said:
Give cockpits more magic force fields? Hell no!
Just change the Long Tom to be like artillery strikes, but with 20 35-damage shells instead of just 10. That would make it look more like an artillery barrage and not a small-yield tactical nuclear detonation.
Edited by Mystere, 20 April 2016 - 07:00 PM.
#54
Posted 20 April 2016 - 06:59 PM
No change for the 2 minute item?
#55
Posted 20 April 2016 - 07:03 PM
Mcgral18, on 20 April 2016 - 06:59 PM, said:
No change for the 2 minute item?
if there isn't. that means the long Tom must've gotten, pardon the term, but pimp slapped in the face to do less damage.
probably a bit more damage than arty, but not much.
#56
Posted 20 April 2016 - 07:04 PM
Mcgral18, on 20 April 2016 - 06:59 PM, said:
No change for the 2 minute item?
Where is this information? I was hoping they would change the mechanics as well rather than just the damage, but that will require more than a hotfix i guess....
#58
Posted 20 April 2016 - 07:07 PM
1 21 Giggawatts, on 20 April 2016 - 07:04 PM, said:
Where is this information? I was hoping they would change the mechanics as well rather than just the damage, but that will require more than a hotfix i guess....
Damage may also change the falloff...or not.
Check announcements for the news, or the front page.
#59
Posted 20 April 2016 - 07:22 PM
Hydrocarbon, on 20 April 2016 - 06:41 PM, said:
I did not know the Russian ATBIP was a tactical nuke. ...
#60
Posted 20 April 2016 - 07:26 PM
Actually kind of glad I procrastinated and didn't even patch up until today, maybe they'll have it semi-functional by tomorrow.
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