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Enough Is Enough! I Have Had It With These Instakilling Long Toms In The Fw Matches!

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#21 Jarl Dane

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Posted 03 July 2016 - 01:42 PM

Sounds like the Long Tom took a match that would have been an ugly Pug farm and made it close and interesting.

I totally agree in matches where both the teams are pretty equal in skill it pretty much destroys whoever it is used on, but it, as is obviously in the OP, also helps matches that should be boring farms ascend into something much more rewarding for both teams.

Edited by Mech The Dane, 03 July 2016 - 01:44 PM.


#22 C E Dwyer

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Posted 03 July 2016 - 01:42 PM

When I've played FW I've played just after cease fire, so I've never had the 'pleasure' but from day one even before the first dropped, I just thought WTF this is insane, it takes an organised drop team to get the thing landing where you want it and then scatter.

as a device to help pugs it was just a typical hey we got this great new mechanic for helping pugs.not play FW P.G.I kind of way

#23 Bishop Steiner

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Posted 03 July 2016 - 01:45 PM

View PostDeathlike, on 03 July 2016 - 01:41 PM, said:


No... it's a little different than just that.

Yes, you could be scouting, if your faction is full of derps (and there is plenty of that), then it doesn't do you any good.

I don't think you understand that Long Toms literally clear the queues (both sides) - the total opposite of what you'd want - you want the queues to be constantly filled on both ends - not devoid of players like what the Long Tom does to ANY target.

Actually I do understand that, which I is why I said I don't like it at the beginning of my post.

I'm simply pointing out that if one doesn't like it then spend more of one's unit's resources on the Scout Mode. At least until PGI does something about it (if they ever do)

Also, I gotta say looking at the damage the Opfor laid out, I don't think they can be quite as "Bad" as Bandito is stating unless somehow they are being credited for Longtom Damage?

It's just funny that I don't see people make these posts when their team has control of the Long Toms.

#24 Deathlike

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Posted 03 July 2016 - 01:45 PM

View PostBishop Steiner, on 03 July 2016 - 01:41 PM, said:

as often as necessary to make the Opfor stop twitching.


Dude, the Long Tom shows up to 14 times a match. Between the time you die and respawn, it's approximately 1 minute before you get back to panic mode on the Long Tom.

If it were 14 airstrikes, that's OK. But, these are insta-gib explosions. If the frequency is lower, at least people have time to prepare. It's always being super paranoid after the minute after the detonation until the next minute where you have to automatically prepare for things dropping near you.

You'd have been better served watching horror pron movies where someone in the next 5 minutes is going to be hurt, tortured, or killed.

#25 DAYLEET

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Posted 03 July 2016 - 01:45 PM

View PostBishop Steiner, on 03 July 2016 - 01:38 PM, said:

moral of the sotry?
Scouting matters.

No it dont, you can see what side has the Tom before queueing so just dont queue there.

#26 Deathlike

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Posted 03 July 2016 - 01:48 PM

View PostBishop Steiner, on 03 July 2016 - 01:45 PM, said:

Actually I do understand that, which I is why I said I don't like it at the beginning of my post.

I'm simply pointing out that if one doesn't like it then spend more of one's unit's resources on the Scout Mode. At least until PGI does something about it (if they ever do)

Also, I gotta say looking at the damage the Opfor laid out, I don't think they can be quite as "Bad" as Bandito is stating unless somehow they are being credited for Longtom Damage?

It's just funny that I don't see people make these posts when their team has control of the Long Toms.


I don't even like it when the faction has control over it. It only serves to ruin the the queues. For FW to succeed, you want people to continually be queued in, instead of totally devoid of queuing.

It's like trying to clean a public bathroom where poop is in the middle of the floor (the Long Toms) and noone wants to clear that poop up.

It's one thing to say "get your faction controlling it", but it ruins actual matches in progress just as well... only to follow with complete queue abandonment within the half hour.

Edited by Deathlike, 03 July 2016 - 01:48 PM.


#27 Bishop Steiner

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Posted 03 July 2016 - 01:50 PM

View PostDAYLEET, on 03 July 2016 - 01:45 PM, said:

No it dont, you can see what side has the Tom before queueing so just dont queue there.

View PostDeathlike, on 03 July 2016 - 01:45 PM, said:


Dude, the Long Tom shows up to 14 times a match. Between the time you die and respawn, it's approximately 1 minute before you get back to panic mode on the Long Tom.

If it were 14 airstrikes, that's OK. But, these are insta-gib explosions. If the frequency is lower, at least people have time to prepare. It's always being super paranoid after the minute after the detonation until the next minute where you have to automatically prepare for things dropping near you.

You'd have been better served watching horror pron movies where someone in the next 5 minutes is going to be hurt, tortured, or killed.

not the point. McGral was using a realism argument against a realism argument, and I was answering that... IRL the military will carpet bomb, oversaturate cannon {LT-MOB-25} and anything short of tac nuke a grassy knoll to a fair thee well given a chance or perceived need.

Nothing to do with the game.

#28 Ace Selin

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Posted 03 July 2016 - 01:50 PM

View PostBishop Steiner, on 03 July 2016 - 01:38 PM, said:


Win the Scout Mode, LT not an issue.

Do NOT play MWO at all.
Do NOT play FW at all.
Do NOT play FW on planets with LongTom.

LongTom is not an issue under any of these scenarios either, and these are much more likely to occur.

LongTom is such a stoopid mechanic, the fact its still left in the game tells me all i need to know about PGI

Edited by Ace Selin, 03 July 2016 - 01:51 PM.


#29 Bishop Steiner

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Posted 03 July 2016 - 01:51 PM

View PostDeathlike, on 03 July 2016 - 01:48 PM, said:


I don't even like it when the faction has control over it. It only serves to ruin the the queues. For FW to succeed, you want people to continually be queued in, instead of totally devoid of queuing.

It's like trying to clean a public bathroom where poop is in the middle of the floor (the Long Toms) and noone wants to clear that poop up.

It's one thing to say "get your faction controlling it", but it ruins actual matches in progress just as well... only to follow with complete queue abandonment within the half hour.

hey you get a whole half hour of FW play? That more than most in the last 6 months.

Trust me, I wish they would get rid of it and fix FW..... get these PUGfarmers out of the solo queue I might find the game almost resembling fun again. Well...no, I doubt I would find it fun anymore, regardless.

Edited by Bishop Steiner, 03 July 2016 - 01:53 PM.


#30 Deathlike

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Posted 03 July 2016 - 01:55 PM

View PostBishop Steiner, on 03 July 2016 - 01:51 PM, said:

hey you get a whole half hour of FW play? That more than most in the last 6 months.


I played in the previous FW event and collected both mechs.

This one, I'm only halfway done with Invasion (zero Scouting). I do actually pay attention to the queues, and it's already bad waiting in long Invasion lines.

View PostBishop Steiner, on 03 July 2016 - 01:50 PM, said:

not the point. McGral was using a realism argument against a realism argument, and I was answering that... IRL the military will carpet bomb, oversaturate cannon {LT-MOB-25} and anything short of tac nuke a grassy knoll to a fair thee well given a chance or perceived need.

Nothing to do with the game.


I don't care about the realism argument - it's the gameplay argument that I care most about.. which is why FW is a utter farce (especially that recent vid).

#31 Bishop Steiner

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Posted 03 July 2016 - 01:57 PM

View PostDeathlike, on 03 July 2016 - 01:55 PM, said:


I played in the previous FW event and collected both mechs.

This one, I'm only halfway done with Invasion (zero Scouting). I do actually pay attention to the queues, and it's already bad waiting in long Invasion lines.



I don't care about the realism argument - it's the gameplay argument that I care most about.. which is why FW is a utter farce (especially that recent vid).

cool, again, I was simply answering McGrals posit. Nothing more.

#32 Trauglodyte

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Posted 03 July 2016 - 02:19 PM

I think that LT would be acceptable if there were a way to stop it/slow it. Though, I'm personally more of a fan of replacing LT with the current in-game Artillery and simply make the AoE bigger and include more shells. Plus, you make it fire faster and you've got yourself something decent that matters but isn't killing the game. Then again, I don't do much FW.

#33 Kubernetes

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Posted 03 July 2016 - 02:39 PM

Cover doesn't matter (which is stupid and infuriating).

I usually find it easy to avoid LT, but that's because I'm either playing with a team who knows how to flip it, or I'm with pugs who are dumb and it lands on them. I keep an eye on the timer at all times. When it starts getting low there had better not be any friendlies within 200m of me.

LT really is just another force multiplier for good teams on teamspeak (as if they needed any more advantages). The LT targets the group of mechs in closest proximity. Organized teams dropping against LT will drop with at least two fast lights in each wave. The rest of the team keeps reasonable distance from each other while the lights control the LT placement. I've seen matches where a couple Locusts in each wave just wipe out the enemy with their own LT.

But yeah, it's stupidly overpowered and drops way too frequently. The LT should tip the odds in one team's favor, not simply wipe out half the enemy wholesale.

Edited by Kubernetes, 03 July 2016 - 02:40 PM.


#34 davoodoo

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Posted 03 July 2016 - 02:50 PM

View PostInspectorG, on 03 July 2016 - 12:24 PM, said:

Ahh, MWO has reached peak realism...

Welcome to modern warfare, where carpet bombing fixes all and boots on the ground gets cleanup duty.

This is no carpet bombing, if something this is ww2 style big bertha railway cannon...Idea which died at ww2...

Air strike is what we use now...

Edited by davoodoo, 03 July 2016 - 02:53 PM.


#35 Bluefalcon13

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Posted 03 July 2016 - 03:12 PM

From my experience this weekend:. Not touching cw after this weekend till they stop the madness. Clan wolf is full of pugs running the scout que on Paulus, and sitting at 0-10% last I saw. No point in working on the invasion achievements when we can't even remove the enemies ability to long Tom us to death...

I miss when I last played CW... back when they first released it. It's funny to me, as just this last week I was thinking it would be nice to get into CW again. Boy was I wrong.

#36 DivineEvil

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Posted 03 July 2016 - 03:27 PM

Fist of all, this is definitely not a Long Tom of Battletech, seems to be more like a Mass Driver fired from orbit. Theres no justification for that damn thing in the game.

Like others have already mentioned, an extended artillery barrage fired for longer duration over broader area would work just fine to keep people moving, but random instagib, that kills everything but Lights is a disgrace of game design. Not only it wont help PUGs to win, it will help actual teams to scout the crap out of planet and then farm it in an hour. In reality though, it just drives everyone away from defending planets with Long Tom enabled. Neither can you acquire defensive positions, nor can you group-up to counter-attack a sector, even as a premade team trying to flip the tables.

Its also almost impossible to scout the LT from the battlefield, because people, who allowed LT to be enabled in the first place by choosing random horsedung mechs and failing dozens scout mission in an hour, will always be there to nullify your progress, again, even if you drop several premade lances and win each drop.

#37 badaa

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Posted 03 July 2016 - 03:29 PM

everyone is thats why when the enemy gets them ppl stop playing (accept the stupid)

#38 Chrome Magnus

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Posted 03 July 2016 - 03:51 PM

I had an issue with LT the first couple of times I came up against them (didn't know how they worked) but they haven't really been an issue since. Still seeing how many people are finished off by them it would seem they need dialed back slightly. Maybe a little less dmg and only every 3 minutes.

My biggest gripe as far as annoying deaths is the number blockers which feels worse than in quickplay. I swear half the team is either hiding in the back or magnetically attached to your arse.

Edited by Chrome Magnus, 03 July 2016 - 05:15 PM.


#39 Mystere

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Posted 03 July 2016 - 05:59 PM

View PostTrauglodyte, on 03 July 2016 - 02:19 PM, said:

I think that LT would be acceptable if there were a way to stop it/slow it. Though, I'm personally more of a fan of replacing LT with the current in-game Artillery and simply make the AoE bigger and include more shells. Plus, you make it fire faster and you've got yourself something decent that matters but isn't killing the game. Then again, I don't do much FW.


What? Replace the LT with the recently-made anemic artillery and air strikes?

Well ... Ha! Ha! Enjoy the LTs. That's what you all get for demanding that artillery and air strikes be nerfed into the ground. <sticks tongue out>

#40 wanderer

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Posted 03 July 2016 - 06:04 PM

*long story of how good we were vs how bad they were*

Meanwhile, their side kicked your side squarely in the jimmy in Scouting.

Hint: Knowing how much it swings things, the enemy had been holding down the intelligence advantage and letting their C-team deal with you knowing the LTs would massively even the score. Which they did.

That being said, Paul put a tactical nuke into Invasion rather than an actual LT, which does thirty damage per shell, not three hundred.

Edited by wanderer, 03 July 2016 - 06:05 PM.






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