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Long Tom


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#1 Steel Claws

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Posted 30 April 2016 - 09:47 AM

This is just ridiculously over powered. Watched it basically insta kill a half dozen every time it was used in a match. I can see being able to drop it maybe once a game or once every ten minutes but every 2?
The long tom effectively won the game for them as it killed about 2/3 of our mechs during the course of the drop.

Edited by Steel Claws, 30 April 2016 - 09:48 AM.


#2 Mcgral18

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Posted 30 April 2016 - 09:50 AM

Posted Image

200+M insta Kill Zones are Working as Intended™, as far as we can tell.

#3 FupDup

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Posted 30 April 2016 - 09:56 AM

With the current implementation, the Long Tom isn't actually an artillery bombardment. Instead, it's a single-shot MOAB that can almost qualify as a nuclear device.

#4 Gas Guzzler

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Posted 30 April 2016 - 09:56 AM

View PostMcgral18, on 30 April 2016 - 09:50 AM, said:

Posted Image

200+M insta Kill Zones are Working as Intended™, as far as we can tell.


According to the Town Hall, it sounds like the Long Toms "exposed some old issue" in the code or something, and they are working on a fix hopefully for May.

I'm guessing the "old issue" is splash damage and headshots.

#5 Mcgral18

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Posted 30 April 2016 - 09:58 AM

View PostGas Guzzler, on 30 April 2016 - 09:56 AM, said:


According to the Town Hall, it sounds like the Long Toms "exposed some old issue" in the code or something, and they are working on a fix hopefully for May.

I'm guessing the "old issue" is splash damage and headshots.


It looks identical to the SRM splash damage to me: 100% damage to every hitbox in the radius.

Your mech now stops taking damage when a critical component is destroyed, but man, I'd enjoy seeing nothing left of the mech (like the old Lurmageddons) in the death screen.

#6 Kubernetes

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Posted 30 April 2016 - 10:03 AM

View PostFupDup, on 30 April 2016 - 09:56 AM, said:

With the current implementation, the Long Tom isn't actually an artillery bombardment. Instead, it's a single-shot MOAB that can almost qualify as a nuclear device.


It's magic. At least you can shield yourself behind a mountain vs a nuke blast. The fact that the LT goes though buildings and landscape is ridiculous.

Apart from that I don't think the LT is all that horrible. I've only dropped against an LT four times, but we went 2-2. If you time your swarms at the right time, you can have the LT drop on your enemy. Take six of your most damaged mechs and suicide charge their regrouping wave. It's pure win when it works.

#7 crustydog

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Posted 30 April 2016 - 11:09 AM

Long Tom is the coolest graphic in the game - but it breaks the game.

Supposedly the pug equalizer against the elite units - in reality it wipes the pugs from the battlefield.

One of our matches yesterday, a hold on Boreal, and the score ended up 48 to 5.

The pugs pushed in well and in good order on the first wave. They made it almost all the way to E7, while I ordered my troops to flee the area.

Tom came in and killed 8 mechs in a single blow, 4-5 minutes into the match. The rest of the entire match was pretty much a joke after that.

It's a bad joke PGI, the joke is on you, and all the rest of us as well.

Get rid of this - AS SOON AS POSSIBLE!

#8 Navid A1

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Posted 30 April 2016 - 11:16 AM

Posted Image

#9 nehebkau

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Posted 30 April 2016 - 11:29 AM

View PostNavid A1, on 30 April 2016 - 11:16 AM, said:

Posted Image



you think it's because we have realized you can Game the long-tom and use it against the enemy by sending in two ECM lights into the middle of the enemy just before the long-tom fires and have it kill all of the enemy units and the 2 lights ?

Edited by nehebkau, 30 April 2016 - 11:29 AM.


#10 TyphonCh

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Posted 30 April 2016 - 12:36 PM

I don't understand why they didn't bombard the area with artillery. What they gave us was a small warhead. It could have been like a super jacked artillery strike. The way it works now is absolutely ********

#11 Y E O N N E

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Posted 30 April 2016 - 12:49 PM

View Postnehebkau, on 30 April 2016 - 11:29 AM, said:



you think it's because we have realized you can Game the long-tom and use it against the enemy by sending in two ECM lights into the middle of the enemy just before the long-tom fires and have it kill all of the enemy units and the 2 lights ?


I actually thought that was a brilliant nuance to the game. Long Tom is powerful, but the trade-off is that the enemy can use it against you if you try to play passively behind it.

#12 Conan The Mechwarrior

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Posted 30 April 2016 - 12:50 PM

Long Tom takes a lot of effort to get so it should be powerfull. Instead of complaining about how powerful it is put in the effort to get it.

#13 Mcgral18

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Posted 30 April 2016 - 12:52 PM

View PostGravekracker, on 30 April 2016 - 12:50 PM, said:

Long Tom takes a lot of effort to get so it should be powerfull. Instead of complaining about how powerful it is put in the effort to get it.


It should be powerful, but it should not instantly kill all mechs inside a 542M circle.

#14 Deathlike

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Posted 30 April 2016 - 01:27 PM

Long Toms in the current game are Tactical Nukes.

Tactical Nukes are far more powerful than Dropshipjesus ever was.

#15 XxXAbsolutZeroXxX

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Posted 30 April 2016 - 03:40 PM

I haven't seen a Long Tom or played CW/FW in more than 6 months.

If a single round can take out 12 mechs -- does it make sense to spread out, stand far enough away from each other so that the blast radius can only take out 1 mech at a time?

#16 Y E O N N E

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Posted 30 April 2016 - 03:47 PM

View PostI Zeratul I, on 30 April 2016 - 03:40 PM, said:

I haven't seen a Long Tom or played CW/FW in more than 6 months.

If a single round can take out 12 mechs -- does it make sense to spread out, stand far enough away from each other so that the blast radius can only take out 1 mech at a time?


The diameter of the blast zone is so large, only a Locust or Commando can maybe get outside of it if they start near the smoke before it goes boom.

#17 Mystere

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Posted 30 April 2016 - 03:53 PM

I just had a thought. In addition to the Long Toms, we should have dropship or aerospace strafing runs at 75% scouting. Posted Image

#18 LordNothing

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Posted 30 April 2016 - 04:01 PM

kill radius should be no more than the old ecm radius. if you are an assault, and you see purple smoke right in front of you, you are dead. period. end of story. and thats if you are luckey enough to see it. i had a game where somone yelled "SMOKE!!!" and before i could query "where?" i was already dead. the game was seeing 5 mechs at a time indiscriminately removed from the game every time it dropped. i want to get an entire team to pick squrrels and charge their murder ball right before it drops. that would be funny as hell.

#19 XxXAbsolutZeroXxX

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Posted 30 April 2016 - 04:21 PM

View PostYeonne Greene, on 30 April 2016 - 03:47 PM, said:


The diameter of the blast zone is so large, only a Locust or Commando can maybe get outside of it if they start near the smoke before it goes boom.


What I mean is if you know a long tom hit is coming -- position your mechs in a formation so that they're all standing near to 540 m away from each other and use builds and mechs that would support being spread out.

#20 badaa

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Posted 30 April 2016 - 05:12 PM

View PostSteel Claws, on 30 April 2016 - 09:47 AM, said:

This is just ridiculously over powered. Watched it basically insta kill a half dozen every time it was used in a match. I can see being able to drop it maybe once a game or once every ten minutes but every 2?
The long tom effectively won the game for them as it killed about 2/3 of our mechs during the course of the drop.


there changing it next patch





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