Edited by DjPush, 30 April 2016 - 07:22 PM.


Another Example Of Pgi Not Testing Features...long Tom Needs Tweeking
#1
Posted 30 April 2016 - 06:54 PM
#2
Posted 30 April 2016 - 06:58 PM
Winning at scouting.
#3
Posted 30 April 2016 - 07:21 PM
wanderer, on 30 April 2016 - 06:58 PM, said:
Winning at scouting.
Except I have been on both the giving and recieving end. It's not fun when the Long Tom robs me of xxxx damage and xxxx C-bills. I spent most of the match walking. Holding the enemy in place for two minutes and then...
LONG TOM HAS KILLED "PILOT NAME"
LONG TOM HAS KILLED "PILOT NAME"
LONG TOM HAS KILLED "PILOT NAME"
LONG TOM HAS KILLED "PILOT NAME"
LONG TOM HAS KILLED "PILOT NAME"
In a game mode where the only "progress" is measured in the amount of damage we do and c-bills we earn, going from 1500-2000+ matches to barely breaking 1000 is disheartening.
#4
Posted 30 April 2016 - 07:28 PM
#5
Posted 30 April 2016 - 07:44 PM
wanderer, on 30 April 2016 - 06:58 PM, said:
Winning at scouting.
You know what reduces the frequency of Long Toms? Not playing any map where the enemy has this ridiculously stupid feature or some people not playing FP at all..
Had a game where we had Long Toms and multiple PUG enemies disconnected during the game after getting hit by it and multiple others stated they would not continue playing Faction Warfare. Long Toms are actually ruining Faction Play.
Its and idiotic feature that enables teams to win 48 - 7, as in our case.
#6
Posted 30 April 2016 - 07:50 PM
Long Tom needs a major rework.
My personal suggestion, every Radar Sweep marks down every enemy mech and their current position, if on the next Radar Sweep, the enemy hasn't moved some set distance (say 1 km) then the Long Tom sends a shell their way, with a much smaller radius (think 150m instead of the current 300m).
This new system would be mostly useful for killing players that are AFK / DC / Turtling. It would be a decent bonus for the team that earns it, but it wouldn't be a game changer, and would allow invasion players to determine the outcome of the invasion match more than the scout players.
#7
Posted 30 April 2016 - 08:02 PM
#11
Posted 01 May 2016 - 12:32 AM
So folks in big units know how to stage the game to go against weaker groups while having enough members to farm long toms without worrying about income drop while doing so. I would love to say tin foil hat theory except I too have been guilty of this and it is pretty easy and fun once you graduate from the short bus crowd. As far as I am concerned the CW Q is the folks who no longer want to compete against the really good units in group regs.
#12
Posted 01 May 2016 - 01:46 AM
Personally, I think the Long Tom would be a soft re-introduction to knockdowns. So it damages and stunlocks everyone for 3-5 seconds, basically, but doesn't outright murder them.
#13
Posted 01 May 2016 - 05:36 AM
I misread the title as "long tom needs twerking".
Nevermind.
#16
Posted 01 May 2016 - 09:44 AM
#17
Posted 01 May 2016 - 10:04 AM
DjPush, on 30 April 2016 - 06:54 PM, said:
Long Tom would actually work if the gameplay worked better. The Meta is huge Alphastrikes which puts the most critical emphasis on cover. Problem is with a long tom incoming, you have to choose between breaking cover (and likely getting face-melted) or just tanking whatever damage Long Tom is going to do and preserving cover.
Our mechs shouldn't be glass cannons. Damage needs to be cut in half, and long range weapons need a severe range nerf. Then you could actually respond to a mechanic like Long Tom.
#18
Posted 01 May 2016 - 10:20 AM
The whole head-shot insta-kill thing needs a nerf, granted. But otherwise, there's little to fear from the Long Tom. It's super easy to manage for even the most mildly-coordinated groups. We chose to drop against a planet last night that had Long Tom running, which other units basically avoid, and developed several very basic strategies for managing strikes with amazing effectiveness on both the attack and defend side of the match. We won all 4 games I played in a row last night dropping on a defended Long Tom planet.
Seriously, it's not that bad.
Edited by ScarecrowES, 01 May 2016 - 10:21 AM.
#19
Posted 01 May 2016 - 10:37 AM
Edited by BattleBunny, 01 May 2016 - 10:48 AM.
#20
Posted 01 May 2016 - 12:10 PM
Alistair Winter, on 01 May 2016 - 01:46 AM, said:
Yeah the constant head-shoting seems a bit silly. I was head-shot while falling out of the drop ship. It's also kinda hard not to clump up with team mates while in the drop ship.

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