

How To Make Long Tom Awesome
#1
Posted 07 May 2016 - 04:23 PM
2. It targets the most isolated player, not the biggest group.
3. If nobody is 1 grid or more from a teammate LT doesn't fire.
This way LT purges your dimwitted sniper/lrm guys deadweighting your team once or twice per wave.
If LT did this I would happily drop against LT every match. I would prefer it. Also the forum complaint posts would be like pure ambrosia. I would print them out and read them to children at libraries for funny story time and make everyone feel better about themselves.
We need this, it would be the best balance and quality of experience change PGI ever did.
#2
Posted 07 May 2016 - 04:42 PM
1. Remove it.
2. Profit.
#3
Posted 07 May 2016 - 04:45 PM
Edited by KahnWongFuChung, 07 May 2016 - 04:46 PM.
#4
Posted 07 May 2016 - 04:57 PM
#5
Posted 07 May 2016 - 05:04 PM
#6
Posted 07 May 2016 - 05:54 PM
MischiefSC, on 07 May 2016 - 04:23 PM, said:
2. It targets the most isolated player, not the biggest group.
3. If nobody is 1 grid or more from a teammate LT doesn't fire.
This way LT purges your dimwitted sniper/lrm guys deadweighting your team once or twice per wave.
If LT did this I would happily drop against LT every match. I would prefer it. Also the forum complaint posts would be like pure ambrosia. I would print them out and read them to children at libraries for funny story time and make everyone feel better about themselves.
We need this, it would be the best balance and quality of experience change PGI ever did.
You started off so good, then gradually got worse with each new point. The actual way to do it is:
1. Have it drop every 5 minutes, not 2.
2. Cut the blast radius in half (if not more)
3. Reduce the damage. 100-200 sounds like a reasonable first step. If that's still too much, we can always reduce it more
4. Give us an extra second or two to get out of the blast radius before detonation
5. Stop making it hit the head every time
There. Now they're still powerful and worth getting, but they won't decide the outcome of the game unless you're playing against a bunch of idiots who would've probably lost anyway.
#7
Posted 07 May 2016 - 06:00 PM
Kill Long Tom and show us it's dead body burning in a ditch.
Admittedly I would still be happy with a system that auto-kills the 'I do best staying in the back' guys.
#8
Posted 07 May 2016 - 06:12 PM
MischiefSC, on 07 May 2016 - 06:00 PM, said:
Kill Long Tom and show us it's dead body burning in a ditch.
Admittedly I would still be happy with a system that auto-kills the 'I do best staying in the back' guys.
Calculate the lowest damage player in the game and target on that player? LOL that would be adding so much insult to injury. The poor SOB would just get repeatedly targeted and the rest of the team would be "GET THE HECK AWAY FROM ME YOU HAVE THE LONG-TOM!"
rest of the players would be rushing to do damage so they don't catch "the long-tom" before typhoid mary loses their last mech.
Edited by nehebkau, 07 May 2016 - 06:17 PM.
#9
Posted 07 May 2016 - 06:29 PM
#10
Posted 08 May 2016 - 07:42 AM
- Acquire 80 ton mech.
- Shove it into the barrel of a Long Tom.
- Fire at target.
- ???
- Profit
This message brought to you by the generals of House Steiner.
#11
Posted 08 May 2016 - 07:45 AM
#13
Posted 08 May 2016 - 11:33 PM
#14
Posted 08 May 2016 - 11:45 PM
MischiefSC, on 07 May 2016 - 04:23 PM, said:
2. It targets the most isolated player, not the biggest group.
3. If nobody is 1 grid or more from a teammate LT doesn't fire.
This way LT purges your dimwitted sniper/lrm guys deadweighting your team once or twice per wave.
If LT did this I would happily drop against LT every match. I would prefer it. Also the forum complaint posts would be like pure ambrosia. I would print them out and read them to children at libraries for funny story time and make everyone feel better about themselves.
We need this, it would be the best balance and quality of experience change PGI ever did.
My suggestion:
1. have it drop every 10 seconds (each time gets faster to 5 seconds).
2. It targets the center of mass of a group (or where artillery flares/ NARC's/ TAG's/ UAV spots are most predominant)
3. keep the fire every 5 minutes between these short burts. Lower the damage to 30 and that's a direct hit, 20 for splash.
This makes it behave more accurate to history and modern warfare as well as to battletech (Long Tom: 30 damage... only dropship or warship weapons reach the 100's... )
#15
Posted 09 May 2016 - 12:42 AM
Whilst Long Tom should indeed not be able to insta-kill fresh mechs, it does need to remain strong enough to provide extra incentive to units to clash during scouting drops. As another reminder, FP is aimed at units and experienced players as endplay.
MischiefSC, on 07 May 2016 - 04:23 PM, said:
2. It targets the most isolated player, not the biggest group.
3. If nobody is 1 grid or more from a teammate LT doesn't fire.
- Could be another option to alleviate some of the pain.
- Yes, it makes perfect sense to use a big-boom arty shell to shoot at a single enemy,...
- See comment 2. ...
Edited by PyckenZot, 09 May 2016 - 12:43 AM.
#16
Posted 09 May 2016 - 01:06 AM

1. rush randomly through the enemy lines
2. never stop
3. watch the ensuing chaos following while both teams are running around like headless chickens trying to figure out which of the smoke flares is next to explode.
4. Trolololo
Edited by Rushin Roulette, 09 May 2016 - 01:11 AM.
#17
Posted 09 May 2016 - 01:25 AM
Edited by Lily from animove, 09 May 2016 - 01:26 AM.
#19
Posted 09 May 2016 - 02:41 AM
I find it puny after dmg-reduction ... no more instantly getting "god-like killspree" in one lightrush

#20
Posted 09 May 2016 - 02:44 AM
meteorol, on 09 May 2016 - 01:40 AM, said:
If that was the case, it wouldn't get like 10+ kills per match, because ammo explosions never happen.
Normally this would be true.. but he specifically mentioned an Urbie shot. That means 24 instakills with every shot im afraid.
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