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Russ Will Review The Lt. Voice Your Opinion.


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Poll: Long Tom - Nerf or Remove? (375 member(s) have cast votes)

Long Tom - Nerf or Remove?

  1. Nerf it (138 votes [36.80%])

    Percentage of vote: 36.80%

  2. Remove it (237 votes [63.20%])

    Percentage of vote: 63.20%

Vote Guests cannot vote

#21 justcallme A S H

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Posted 04 July 2016 - 08:45 PM

Perhaps LT will migrate into a "command wheel" option for a commander? Embarking the game on a power struggle from the loading screen. That'll add a really new dynamic.

It's about the only thing I can think that would make that stupid feature worthwhile (the command wheel).

End of the day there needs to be a reward to scouting 90%+ so LT is going to stay, it's not going anywhere.
Maybe rather than a artillery it's more a airstike that spans 40m across or something and maybe double the length of the current one (and obviously, less damage).
That way a lot easier to avoid in open area. In a choke point it would mean team's gotta push through it and/or not ball up in said choke waiting (depending who has the tom). Could alter things a little for the better in terms of map choke points being a congestion/main focus if they are not so easily used.

Edited by R31Nismoid, 04 July 2016 - 08:45 PM.


#22 Carl Vickers

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Posted 04 July 2016 - 08:56 PM

View PostR31Nismoid, on 04 July 2016 - 08:45 PM, said:

Perhaps LT will migrate into a "command wheel" option for a commander? Embarking the game on a power struggle from the loading screen. That'll add a really new dynamic.

It's about the only thing I can think that would make that stupid feature worthwhile (the command wheel).

End of the day there needs to be a reward to scouting 90%+ so LT is going to stay, it's not going anywhere.
Maybe rather than a artillery it's more a airstike that spans 40m across or something and maybe double the length of the current one (and obviously, less damage).
That way a lot easier to avoid in open area. In a choke point it would mean team's gotta push through it and/or not ball up in said choke waiting (depending who has the tom). Could alter things a little for the better in terms of map choke points being a congestion/main focus if they are not so easily used.


Who commands in a pug group and would you trust them to use it?

Other than that, some good ideas Nismod

#23 LordNothing

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Posted 04 July 2016 - 09:03 PM

i think i would change it somewhat. you would still need to scout to unlock the long tom, but you (they guy who takes leadership) can use it 4x a game, and it has to be manually targeted in the map screen. id also give it a nerf and increase the time between smoke and boom. i kind of figure it should give the player a little bit more time to get out of the way.

#24 justcallme A S H

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Posted 04 July 2016 - 09:09 PM

View PostCarl Vickers, on 04 July 2016 - 08:56 PM, said:


Who commands in a pug group and would you trust them to use it?

Other than that, some good ideas Nismod


NFI mate lol. Hence the load screen power struggle for a laugh?

That said if this whole "info wars" is to actually be believed to be of some value once it's fully implemented (Command consoles/directional Dorito return) then would make sense to incorporate such a feature into a commander role.

However given how poor/useless/invasive the Command Wheel currently is given you can't use it in the heat of battle to achieve anything more than you can on VOIP - if anything, command wheel is a hinderance - then I dunno if it would even work TBH.

#25 Carl Vickers

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Posted 04 July 2016 - 09:15 PM

IDK, the command wheel can be used to troll a bit, thats its primary use atm.

#26 justcallme A S H

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Posted 04 July 2016 - 09:29 PM

I unbound it, I kept hitting it by accident lol.

#27 Kyle Wright

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Posted 04 July 2016 - 09:35 PM

I say make is like a normal artillery barrage 20rounds spread out over slightly bigger then normal artillery strikes. The way the damn thing acts now is like some orbital bombardment cannon. My understanding was a long Tom was either mounted on artillery trucks or on mechs even, firing a shot some what bigger then a AC20 at greater distance.

#28 slide

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Posted 04 July 2016 - 09:37 PM

View PostR31Nismoid, on 04 July 2016 - 08:45 PM, said:

Perhaps LT will migrate into a "command wheel" option for a commander? Embarking the game on a power struggle from the loading screen. That'll add a really new dynamic.

It's about the only thing I can think that would make that stupid feature worthwhile (the command wheel).

End of the day there needs to be a reward to scouting 90%+ so LT is going to stay, it's not going anywhere.
Maybe rather than a artillery it's more a airstike that spans 40m across or something and maybe double the length of the current one (and obviously, less damage).
That way a lot easier to avoid in open area. In a choke point it would mean team's gotta push through it and/or not ball up in said choke waiting (depending who has the tom). Could alter things a little for the better in terms of map choke points being a congestion/main focus if they are not so easily used.


Link it to the command console (and whatever the clan equivalent is) can't use it unless you bring one of those and can visually sight it on the enemy (same mechanic as arty/air strike). People have been raging against any type of RNGesus since closed beta (ie cone of fire) why should this be any different.

Even with that it needs to be toned down a lot. Alternatives (as suggested) a flight of 3-5 airstrikes or even have a drop ship do a low pass for 20 seconds targeting everything it can hit. There are plenty of alternatives rather than having a tactical nuke wiping out whole waves.

#29 slide

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Posted 04 July 2016 - 09:55 PM

Another idea.

From memory Long Toms are supposed to be mech sized weapons doing about 30 damage. Create a mech (Longbow maybe) with one loaded in it. Fires 1 (or 2 possibly) 30 point Arty round every 10 seconds with a range of 1000-1200m. It wanders around using whatever rudimentary AI we have, lobbing shells at whatever target the Commander (or command console owner) has targeted. The mech can be shot and destroyed same as any other mech. It has 3 reinforcements same as we do.

Gives a worth while boost to the side winning scouting (it shoots things, absorbs damage and can be used as a meat shield, can be countered by the team without it (destroyed) and adds more to the game play, most importantly it doesn't totally break the game like the current iteration does.

#30 Black Ivan

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Posted 05 July 2016 - 12:35 AM

The LT mechanic is too broken that a simple nerf will heal it. Remove it all together and add something that makes more sense

#31 The Great Unwashed

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Posted 05 July 2016 - 01:33 AM

If you want a good Long Tom, just change it into a (regular or not) arty strike that the players can control. Now both the damage, frequency and targeting are total nonsense and a game-breaking mechanic. Hey, you can even make sure that you cannot even use your arty consumables when you have no Long Tom support. Simpler still.

But because changing it is probably too difficult and the result too awful, I voted for removal. It was already nerfed once going from a huge embarrassment to a huge embarrassment that showed zero feeling for the game. On the bright side, the LT is only destroying 1 out of 2 game modes; the mappening destroyed both. Count your blessings!

Edited by The Great Unwashed, 05 July 2016 - 01:42 AM.


#32 Ian G

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Posted 05 July 2016 - 02:02 AM

Why is there no button to vote, leave as it is?

#Scoutingplaymatters!

#33 MischiefSC

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Posted 05 July 2016 - 02:35 AM

People play scouting for the same reason they play invasion.

They want to.

The moment you have the results of scouting be critical to success in invasion you let the 4man queue close the 12man queue.

Remove it, replace it with something else useful but not critical/overwhelming. The ability to close the 12man queue with the 4man queue is the fundamental issue. Be it LT or some other drastic advantage.

People play scouting because 4man, mediums or lighter. That's why people scout, it's what motivates people to play scouting queue. If being over 50% on invasion meant you could only take 40 tons or less into scout queue and other side 55 it would effectively kill the scouting queue. That would also be a terrible idea.

Scouting is there to play because it's there, same reason people play solo queue QP instead of group queue QP. Having tools added to Invasion is great - having a critical advantage is terrible. That's what the result of this was.

#34 Karl Marlow

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Posted 05 July 2016 - 02:52 AM

Buff it

#35 DivBy0

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Posted 05 July 2016 - 02:52 AM

The Command Wheel is not so bad. But the [Long Tom] is the most stupid idea I have seen in the last 30 Years of game history.
And why do you think that you deserve an unfair advantage in FP, won by some other guys in another unfair and unbalanced game mode?

The reward for the "streak- and pulscrows which do not scouting but brawl" mode must lie in the mode himselft. The reward can not be the shutdown of FP ([Long Tom]) or another unfair advantage or legal endless maphacks (but Target ID is OK) which drive the player to Wold of Warships.

Faction reward from Scouting can be the Target ID or a single maphack init by the dropcommander (commandwheel).
Personal reward: A player! (not someone else) which have collect 15 intel in the couple last scouting games on the same planet, have double consumable in the next FP match. This is a advantage which can decide a fight but not the whole match. Such a player can make more damage and kills and get the rewards for this and maybe turn the tide. And it is a reason for the player to play the scouting mode! ([Long Tom] ist a reason not to play!).

Any of course the scouting! (not brawling) mode must be balanced. When you still think it is balanced, then ask Daidachi explain it to you. The tonnage must down to 35 tonns (light) or at least down to 45 tonns. And the objectives must be reviewed.

View PostR31Nismoid, on 04 July 2016 - 08:45 PM, said:

Perhaps LT will migrate into a "command wheel" option for a commander? Embarking the game on a power struggle from the loading screen. That'll add a really new dynamic.

It's about the only thing I can think that would make that stupid feature worthwhile (the command wheel).

End of the day there needs to be a reward to scouting 90%+ so LT is going to stay, it's not going anywhere.
Maybe rather than a artillery it's more a airstike that spans 40m across or something and maybe double the length of the current one (and obviously, less damage).
That way a lot easier to avoid in open area. In a choke point it would mean team's gotta push through it and/or not ball up in said choke waiting (depending who has the tom). Could alter things a little for the better in terms of map choke points being a congestion/main focus if they are not so easily used.

Edited by draiocht, 09 July 2016 - 10:01 AM.
edited out vulgarity


#36 Bud Crue

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Posted 05 July 2016 - 03:28 AM

View Postvon Haudegen, on 05 July 2016 - 02:52 AM, said:

The Command Wheel is not so bad.


"Negative!"







"Sorry"

I couldn't resist.

#37 DivBy0

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Posted 05 July 2016 - 03:34 AM

Compared to [Long Tom] and the #MapGate it is great because it do not force you to rage quit the game :-)

View PostBud Crue, on 05 July 2016 - 03:28 AM, said:


"Negative!"


"Sorry"

I couldn't resist.

Edited by draiocht, 09 July 2016 - 10:00 AM.
edited out vulgarity


#38 BLOOD WOLF

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Posted 05 July 2016 - 03:35 AM

View PostDuncan Aravain, on 04 July 2016 - 01:08 PM, said:

I will do all of the above, although I still don't feel my voice will be heard. Why would PGI change now?


are their still people like this??

Its almost time for next patch, but they already had it planned out. Its obvious that they are either gonna remove it or nerf it at this point.

Edited by BLOOD WOLF, 05 July 2016 - 03:36 AM.


#39 TheLuc

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Posted 05 July 2016 - 05:05 AM

The long tom players where asking for was the mech mounted weapon, it was in this topic back in 2012

http://mwomercs.com/...rtillery-mechs/

of course some one, some where managed to screw it up, for once the Mech packs would have sold like crazy.

#40 Count Zero 74

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Posted 05 July 2016 - 05:36 AM

First off, reduce the Long Tom damage. Fire Long Tom once whenever someone reaches 90% scouting wins and then set the scouting wins back to 70% (or whatever value that unlocks the satelitte sweep) after each shot from the Long Tom.





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