The idea of the Long Tom is a nice one, and the truth is it's extremely easy to design in a fair way. But PGI I have to say this implementation, even after 3 variations, begs the question of if you've even playtested it yourself or asked some trusted players how to fix it.
1 - It drops so often that the receiving team spends half of their time dispersing to avoid casualties. A good team can minimize losses this way, but the issue here is the enemy team can push and attack lone mechs. You've removed the option of teamwork. It takes about 30 seconds to disperse your team, then about 20 to regroup after the strike, leaving only 70 second windows where a team can be a team, and plans requires prep time on top of that.
2 - The blast radius is enormous and the shell hits so fast. Did not a single person in the dev team raise this issue? You've added a game feature that is out of the players control, that hits such a wide area that almost no mech is capable of escaping its effect, not even nearby mechs. This is a no interaction, "AI picked you to not have fun" problem.
3 - The damage level, even after reduction is still too high. Again any players that regularly play FP know that taking out even a lightly damaged mech is much easier than a fresh mech. Simply having the long tom soften the enemy a little would be a great advantage. Instead every mech hit (as established, they will be hit) removes a considerable percentage of effectiveness from a team, and this is a game where a few percent of effectiveness decides the winner and loser.
3 - Final result, lopsided scale of benefits for scouting. Enemy drop deck information sure is nice, but doesn't seal a victory. Enemy position information is nicer, but doesn't prevent its victims from playing out their strategies which may be sound regardless. But suddenly the long tom comes around, and while a team can still win while under its fire if they heavily out skill, in an even match up this addition is a sudden and sharp guaranteed loss. Invasion players should feel a disadvantage, not be nailed into a coffin by the handiwork of pugs being farmed in the scout queue.
I have played two matches on the receiving end of the long tom, I managed to lead our side in victories in both (big premade vs pugs). But between strikes killing 1-4 of our mechs, we were fighting the enemy team and killing them 3 to 1. Basically it turned a steamroll game that was in our favor, to one that we pulled off by a small margin. Any fight resembling fair would have ended with us easily defeated.
Easy fix:
- Extend timer to 4 minutes as other have said, even 3 would be ok.
- Reduce blast radius a bit, and more importantly implement exponential falloff.
- Extend the smoke timer, and implement a flashing marker on the minimap.
- Reduce damage a bit more, even a big mech that foolishly sits in the strike zone should come out alive, if very battered.
- Maybe require a form of player effort, such as the long tom only firing if a benefiting player has line of sight to a mech and within a certain range.
Edited by Shimmering Sword, 02 May 2016 - 09:32 PM.