Steps To Survive The Long Tom
#1
Posted 04 July 2016 - 09:43 AM
Step 1.Identify purple smoke.
Step 2.Move away from purple smoke.
Step 3.???
Step 4.Profit!
This has been an educational forum post. I hope that you too will die less from the Long Tom in the future with this invaluable information on how to safely avoid death by nuke. In our next post, how to avoid death by chocolate.
#2
Posted 04 July 2016 - 10:32 AM
#3
Posted 04 July 2016 - 10:34 AM
#4
Posted 04 July 2016 - 10:37 AM
#5
Posted 04 July 2016 - 10:38 AM
#6
Posted 04 July 2016 - 11:18 AM

You have played 3 Faction Play matches TOTAL since Phase 3 and Long Toms were released. You have next to zero experience with the game mode or Long Toms, yet you're going to come in here and tell us what we're doing so wrong?
Only very fast lights and mediums even have a chance at clearing the AOE of a Long Tom dropping on them and only if they spot the smoke instantly. Anything else is going to be crippled or straight out killed by it before they can get out of range.
Edited by Jman5, 04 July 2016 - 11:19 AM.
#7
Posted 04 July 2016 - 11:30 AM
Given that it is already difficult as is to get pugs on the same page, it inevitably works to the Long Tom's advantage (auto-seeking the most densely populated cluster of enemy mechs).
Unless people magically ALL get into the habit of learning how the long tom works (instead of panicing like chickens with their heads cut off), it's always going to make you pay for your lack of coordination.
It's still too high a requirement though.
#8
Posted 04 July 2016 - 12:17 PM
cazidin, on 04 July 2016 - 09:43 AM, said:
Step 1.Identify purple smoke.
Step 2.Move away from purple smoke.
Step 3.???
Step 4.Profit!
This has been an educational forum post. I hope that you too will die less from the Long Tom in the future with this invaluable information on how to safely avoid death by nuke. In our next post, how to avoid death by chocolate.
Oh is that so?
Last time I heard people are bringing stuff different from 130+kph moving lights to the FP battlefield(well the game forces them to... sort of
Have you tried doing this with a Marauder/Atlas/Warhammer or TBR/Warhawk/Direwolf/Kodiak/Hellbringer mate?
#9
Posted 04 July 2016 - 02:16 PM
SecretMantis, on 04 July 2016 - 10:32 AM, said:
I honestly have avoided FP during the event but see my second point, please.
Jman5, on 04 July 2016 - 11:18 AM, said:

You have played 3 Faction Play matches TOTAL since Phase 3 and Long Toms were released. You have next to zero experience with the game mode or Long Toms, yet you're going to come in here and tell us what we're doing so wrong?
Only very fast lights and mediums even have a chance at clearing the AOE of a Long Tom dropping on them and only if they spot the smoke instantly. Anything else is going to be crippled or straight out killed by it before they can get out of range.
It seems that in all the FW matches you've played that you've either lost or never had and never found a sense of humor. This post is intended to satirize all the "LONG TOM OP PLEASE REMOVE!" threads that are full of hyperbole or a general absence of common sense.
Yes, the Long Tom is quite powerful at the moment and should be nerfed, both the damage and radius. I don't think PGI needs to increase the timer delay, just yet. Implement those two changes first and see from there. I'm adamant against the Long Tom's removal, personally. We all wanted that for so many years and it's a great weapon in TT. Losing it would be unacceptable, to me, at least.
Deathlike, on 04 July 2016 - 11:30 AM, said:
Given that it is already difficult as is to get pugs on the same page, it inevitably works to the Long Tom's advantage (auto-seeking the most densely populated cluster of enemy mechs).
Unless people magically ALL get into the habit of learning how the long tom works (instead of panicing like chickens with their heads cut off), it's always going to make you pay for your lack of coordination.
It's still too high a requirement though.
5.Avoid PUGs. Run with your Unit. If you cannot, attempt to coordinate the PUGs as best as you can.
Edited by cazidin, 04 July 2016 - 03:33 PM.
#10
Posted 04 July 2016 - 02:46 PM
would this work against an organized team? probibly not, unless you were also well organized. we had a drop caller but were mostly pugs, the other team was skittles. reinforcing is usually a very good way to get dead very fast, but in my case it worked. between the constant brawls and the chaos of long toms blowing everyone up it was enough to tip the tables.
#11
Posted 04 July 2016 - 04:28 PM
When you have more experience playing FW and against LT then you have a right to comment, until then, stay in the back of the room and listen politely.
#12
Posted 04 July 2016 - 05:05 PM
How adding an mindless auto-kill mechanic into the game made it past playtesting (haha, I know) is beyond me. Best way to avoid it is to not play a game mode with it, IMHO.
#13
Posted 04 July 2016 - 05:08 PM
#14
Posted 04 July 2016 - 07:08 PM
Jman5, on 04 July 2016 - 11:18 AM, said:
Hahaha nice investigative work. I LOL'd hard.
Made my day man.
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