The Long Tom Is Complete Crap, Get Rid Of It!
#61
Posted 02 May 2016 - 12:43 PM
Increase the duration between firing to 5mins, and start the first interval at 4mins.
Meaning the last firing of the Long Tom would happen at 29mins giving the attackers one last rush to win.
The damage is fine, the radius is fine, the targeting mechanic is fine.
It's just the large number of firings and cockpit hits that make it unbalanced.
#62
Posted 02 May 2016 - 01:44 PM
feeWAIVER, on 02 May 2016 - 07:32 AM, said:
When I get home from work and want to play FW, but find Long Tom is enabled, I should instead play a boring 4v4 mode where the objective is to avoid enemy mechs, gather intel nodes, and jump into the drop ship at the last second.
That sounds like the opposite of fun to me. I'd rather play a different game entirely, then log on to MWO and "do my chores" before I can even play the game-mode of my preference.
So your argument is that Scouting is such a lame game-mode that it has to enable a game-breaking effect in another game-mode and effectively shut it down, in order to make it worth playing.That is another problem with Scouting, not Invasion.
In my and many other's opinion, scouting is the best thing that happened to this game since the invention of battlemechs. Taste does differ.
Spider00x, on 02 May 2016 - 09:07 AM, said:
OH and please before you spout off how good your are please que up against me and my people pick a time and a planet and well smoke you like a cheap blunt round after round, until you go crying to the forums to hide behind PGIs skirt demanding to keep the long tom. Im sick of this BS EVERYONE knows this thing has to go, the only reason most of us comp people play is for CW take that away this game becomes a casual backburner via pub drops.
Loudmouths typically don't have much effect on me. My unit is merc and will play whatever contract it deems best as well as ensure as much MC income as possible is generated each cycle. If tom annoys us we'll scout him away. Return, next line.
Nunatak73, on 02 May 2016 - 12:43 PM, said:
Increase the duration between firing to 5mins, and start the first interval at 4mins.
Meaning the last firing of the Long Tom would happen at 29mins giving the attackers one last rush to win.
The damage is fine, the radius is fine, the targeting mechanic is fine.
It's just the large number of firings and cockpit hits that make it unbalanced.
Good points, I could second this!
Edited by PyckenZot, 02 May 2016 - 01:43 PM.
#63
Posted 02 May 2016 - 01:55 PM
#64
Posted 02 May 2016 - 03:31 PM
Dmg has been reduced from 700 to 300. Now everybody calm down again and enjoy the purple cloud of Long Dong.
#66
Posted 02 May 2016 - 06:18 PM
StUffz, on 02 May 2016 - 03:31 PM, said:
Dmg has been reduced from 700 to 300. Now everybody calm down again and enjoy the purple cloud of Long Dong.
I guess the mass e-mailing a bunch of us did caused them to actually do something worthwhile to it. Thank you PGI for finally listening. Now start making the game better and I will start buying mechs again. Everyone I know has boycotted buying anything until PGI shows some actual good advancement.. And it's sorry that it has to be that way, but what else are we to do as players willing to spend money and getting nothing even remotely decent in return?
#67
Posted 02 May 2016 - 09:58 PM
Dakota1000, on 02 May 2016 - 11:10 AM, said:
Dropship strafing the map for 30 seconds. Make being a company commander worth something similar to BF3 commanders being able to do special abilities.
#68
Posted 02 May 2016 - 11:27 PM
falknir, on 01 May 2016 - 10:17 PM, said:
I was in that game. You guys literally all clustered together and got nailed in a long tom strike, taking out probably ~8 of you.
Still it does need toned down, blast radius reduced, and some damage knocked off it. It's to punishing for slower mechs and players who cannot pay attention.
just saw this post, that particular long tom was actually a failed tactic on our part (we were trying to get it to blow up more of you than us, but didn't happen that way) the point of my post was that even ignoring that rush, the long tom still took out a quarter of the team in 1s and 2s as we tried to avoid it. anyway it's all moot now, cause PGI listened somewhat
#69
Posted 02 May 2016 - 11:43 PM
Khereg, on 02 May 2016 - 08:04 AM, said:
In the meantime, the best way to keep it out of the game is focus your faction's best talent on scouting. If the event is making that kind of strategic approach nonviable, then you're probably stuck until the event is over, at a minimum.
As far as scouting goes, if the conversation then turns to "Clams OP", I think PGI is thinking about that one also, but doesn't have a good idea how to address yet. I will say that my assessment of the scouting mode on the whole is that it's too easy for the attackers to win, regardless of clan or IS. All it takes is one fast ecm light to grab a data point, hide out on a big map, and rush the drop zone when the ship arrives. Bring 4 of those and scatter from the get go and there's virtually no way to stop them. It needs to be harder to meet victory conditions as an attacker, preferably with at least "some" fighting involved.
The scouting mode is so new and the potential tactics so varied that I think it's going to take a number of incremental changes brought in over time to get it balanced. Broad, sweeping suggestions like reducing tonnage for clan vs IS won't be terribly helpful and will just identify new and interesting problems to be overcome.
I applaud PGI for bringing something really new into the game. I knew it would potentially have some substantial balance problems (which are exacerbated with only 4 mechs per side in play), and while patience isn't any community's strongest virtue, I think we can be helpful with suggestions as long as we try to stay focused on what the mode is intended to be rather than getting into the nitty gritty detail. At least this early in the evolution of the mode.
Very well thought out arguments that i agree wholeheartedly with.
#70
Posted 03 May 2016 - 08:44 AM
CwStrife, on 02 May 2016 - 06:18 PM, said:
I guess the mass e-mailing a bunch of us did caused them to actually do something worthwhile to it. Thank you PGI for finally listening. Now start making the game better and I will start buying mechs again. Everyone I know has boycotted buying anything until PGI shows some actual good advancement.. And it's sorry that it has to be that way, but what else are we to do as players willing to spend money and getting nothing even remotely decent in return?
PGI isn't forcing us to pay to win. This is a decision made by the players.
Anyhow. Reducing dmg is a good way to keep Long Dong in the game. Other issue where PGI has to keep a Focus are streakboats. The only concern I see is that it is not hot enough to use SSRM 24+ with the crow. So maybe PGI should raise the hean Penalty for SSRM. Other issue is more a Player issue. if you have a light, don't chase a crow. Ye know, paper rock scissor.
Edited by StUffz, 03 May 2016 - 08:44 AM.
#71
Posted 03 May 2016 - 07:13 PM
thatrobotguy, on 02 May 2016 - 11:27 PM, said:
Yeah, that would probably explain the all-out charge you guys did. Though the guys scouting for you that day was doing a really bad job (I was scouting up to that point to enable Long Toms), cannot count how many times I ran across Hunchbacks with small lasers and flamethrowers trying to fight fast lights and mediums kiting them.
It's good PGI listened and nerfed it a bit. I am sure everyone with an assualt mech are probably breathing a bit easier now.
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