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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%

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#241 Remover of Obstacles

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Posted 14 July 2016 - 03:28 PM

Maybe it is a typo and it is supposed to be per mech instead of per component?????

#242 Deathlike

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Posted 14 July 2016 - 03:29 PM

View PostMischiefSC, on 14 July 2016 - 03:01 PM, said:

Russ has gotten something like 40 or 50 tweets saying we hate LT. I think that's what prompted him to make this functionally insignificant change.

This is what he considered a fix.


Would you like to buy a mechpack?

Just making sure that's covered. :D :P

#243 MischiefSC

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Posted 14 July 2016 - 08:13 PM

Apparently the problem is that we're all just terribads who don't communicate - regardless of most the people calling for removing LT being Clan or factions that LT benefits.

Here is the thread -

http://mwomercs.com/...ost__p__5290013

#244 B L O O D W I T C H

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Posted 14 July 2016 - 10:59 PM

What if we keep the op damage but ask for gamemechanic changes?
Longtom flare + 10 seconds? LT doesn't hit near friendlies? cooldown increase to 200-500%? LT can only target with master/slave system?

Doesn't make much sense that highcommand would send 48 battlemechs to defend some generators but at the same time goes like " yo longtom? shoot right into that!!"

Likewise, if a faction hires mercs, and shoot said hired mercs with artillery, i would assume that that would be the end of the contract.

Edited by Toha Heavy Industries, 14 July 2016 - 11:04 PM.


#245 Karl Streiger

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Posted 14 July 2016 - 11:45 PM

Same story as ECM - instead to fix what is broken (the mechanic) they keep up nerfing it until it is worthless.
Oh I don't think the LT is worthless because this change is as good as none. It hardly change anything.

Remove LT - add something that makes sense:
for example the Thumper barrage
  • 30sec interdiction/preparation fire
  • each shell comes with 10dmg including limited splash
  • area of 200m radius
  • 100 shells fired (total damage is much higher than LT but the mechanic is different
Last not least it need to be player controlled.

#246 Lily from animove

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Posted 15 July 2016 - 01:09 AM

@ Topic, there is no opinion in this poll, sry you just have nerf and remove, thats between biased and bised


View PostKhalcruth, on 07 July 2016 - 08:51 AM, said:


Nothing. Why should they? Combat ID and Satellite Sweep are already very powerful tools when used correctly. There doesn't need to be anything more than that.


in a coordinated team when you know hwo to make your lights scout and how seismic works this is not needed.

What they could do is make the top unlock a sattelite array that basically acts liek a giant UAV above the entire battlefield. Thats soemthing extremely helpful yet not devasting the opponent without involving the player.

#247 B L O O D W I T C H

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Posted 15 July 2016 - 01:50 AM

View PostLily from animove, on 15 July 2016 - 01:09 AM, said:

What they could do is make the top unlock a sattelite array that basically acts liek a giant UAV above the entire battlefield. Thats soemthing extremely helpful yet not devasting the opponent without involving the player.


Dear mother of gods, no! That's a lurmtard wildcard. Combat ID is extremely powerful, I know which mech i have to prime to get mvps out of the game early. sweep is basically a free trade or at least an invitation to know out strugglers who strayed away from the team.
A giant UAV over the entire battlefield? seriously? That's like a freaking wallhack.

#248 VoodooLou Kerensky

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Posted 15 July 2016 - 04:31 AM

In MW3 there was a mission where you had to use a TA/G Laser to 'paint' a huge door so that a Arrow IV missile could destroy it. The explosion was almost nuke like and if you werent outside of the blast radius your Mech got taken out. So it seems PGI thought 'Lets eliminate the need for target painting by calling it a Long Tom Artillery Strike and it uses the Satellite information to target the largest grouping of the OpFor's Mechs/'. Ya dont like it? TOUGH! I dont like the fact that Clan AC's fire multiple rounds instead of just one like the IS AC's do, since Clan Tech is really the same Tech as the IS just MAINTAINED at SLDF Era levels instead of the 300 years of warfare degenerated 3050 IS levels. When you come up with a Logically Valid reason why duct taped,bailing wired,spit and a prayer maintained weapons degraded to single shots that do the same amount of damage as the weapons did when they were firing multiple rounds as they were intended to do, then I'll think your arguments have validity. Good Luck on that.

#249 R3av3r

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Posted 15 July 2016 - 04:33 AM

Something to consider:

Why would I play a game that is so lopsidedly affected by the game other strangers are playing? So, the way it works now, someone else wins their match. And I automatically lose mine because of an insta-kill mechanic someone else supposedly won in games that I had nothing invested.

And this is OK with people?

The answer is obviously no, it isn't. The outcry has been thorough and unrelenting. People are abandoning Faction Warfare wholesale and flat out refuse to play on planets when Long Tom is active.

This damage is still instantly fatal to any and all mechs it hits. 200 meters is still impossible to get outside of in 4 seconds. Every 2 minutes still is too frequent for the opposing team to mount any real coordinated assault.

It isn't fun for anyone. PGI doesn't care. They think that tweaking it will change the fact that players hate it and don't want to play. It won't. And this is baffling to me. How do they not get it, yet?

#250 Lily from animove

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Posted 15 July 2016 - 04:53 AM

View PostToha Heavy Industries, on 15 July 2016 - 01:50 AM, said:


Dear mother of gods, no! That's a lurmtard wildcard. Combat ID is extremely powerful, I know which mech i have to prime to get mvps out of the game early. sweep is basically a free trade or at least an invitation to know out strugglers who strayed away from the team.
A giant UAV over the entire battlefield? seriously? That's like a freaking wallhack.


yeah and there needs to be soemthing worth to scout for, the other two aren't worth to scout for, because then simply invasion is still the better time invstment. and when poeple cannot handle t5rms than yeah they deserve to die under lrm's or at elats try to scout until that advantage is taken away again.

Qnd if your opponent really brings that much lrms, just rush him and hes done.

Edited by Lily from animove, 15 July 2016 - 04:53 AM.


#251 Bud Crue

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Posted 15 July 2016 - 04:59 AM

View PostToha Heavy Industries, on 15 July 2016 - 01:50 AM, said:


Dear mother of gods, no! That's a lurmtard wildcard. Combat ID is extremely powerful, I know which mech i have to prime to get mvps out of the game early. sweep is basically a free trade or at least an invitation to know out strugglers who strayed away from the team.
A giant UAV over the entire battlefield? seriously? That's like a freaking wallhack.


LRMs vs long tom? I'll take LRMS.

If the choice is a mechanism that insta kills 4-6 mechs every 2 minutes...taking away those players ability to participate, taking away the defenders ability to fight those now dead mechs and get points and rewards for that fight,

vs

a mechanism that encouraged LRM-agedon. I'll take the latter.

In at least that situation, there are mechanisms in game that allow players to counter the presumed LRMing (ams, terrain cover, etc.). The problem with LT is there is no defense or counter (other than a sacrificial light rush).

#252 B L O O D W I T C H

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Posted 15 July 2016 - 05:03 AM

View PostLily from animove, on 15 July 2016 - 04:53 AM, said:


yeah and there needs to be soemthing worth to scout for, the other two aren't worth to scout for, because then simply invasion is still the better time invstment. and when poeple cannot handle t5rms than yeah they deserve to die under lrm's or at elats try to scout until that advantage is taken away again.

Qnd if your opponent really brings that much lrms, just rush him and hes done.


Okay, strike the lurmtads for now. Don't you think "A giant UAV over the entire battlefield" is a tiny bit overpower considering that the team under said giant UAV will get alpha striked by whole firing lines as soon as they pop out of cover? The whole idea is ridiculous.

View PostBud Crue, on 15 July 2016 - 04:59 AM, said:

LRMs vs long tom? I'll take LRMS.


Not so much the Lurmz but the perma lock (and what enemy teams can do with it)

I would rather not replace a poopy idea (current long tom) with a slightly less poopier idea (giant UAV with perma locks).

It's like "Hey! we've cured your cancer! But you've got AIDS now, sorry."

Edited by Toha Heavy Industries, 15 July 2016 - 05:07 AM.


#253 Bud Crue

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Posted 15 July 2016 - 05:19 AM

Agreed. And this is all academic as it looks like the revisions that this thread was hinting at and hoping for are to be long tom on a slight diet as opposed to a true nerf or its removal and replacement.

As an academic exercise though, I think the battlefield wide UAV concept that others proposed was just a way to provide a truly beneficial mechanism to the side dominating scouting, but a mechanism that could still be countered. Sa la.

#254 Jman5

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Posted 15 July 2016 - 07:11 AM

View PostToha Heavy Industries, on 15 July 2016 - 01:50 AM, said:


Dear mother of gods, no! That's a lurmtard wildcard. Combat ID is extremely powerful, I know which mech i have to prime to get mvps out of the game early. sweep is basically a free trade or at least an invitation to know out strugglers who strayed away from the team.
A giant UAV over the entire battlefield? seriously? That's like a freaking wallhack.

A UAV over the entire map is probably way too much. However a UAV stationed over each gate entrance would be a useful tool for both sides. It would give defenders heads up when the bad guys are pushing, or if one mech is trying to sneak through a separate gate. It would give attackers some breathing space by forcing defenders away from the gate. Hellbore Springs and Emerald Taiga are good examples of maps where defenders will often form a deathtrap firing line by the gates.

#255 Lily from animove

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Posted 15 July 2016 - 07:49 AM

View PostToha Heavy Industries, on 15 July 2016 - 05:03 AM, said:


Okay, strike the lurmtads for now. Don't you think "A giant UAV over the entire battlefield" is a tiny bit overpower considering that the team under said giant UAV will get alpha striked by whole firing lines as soon as they pop out of cover? The whole idea is ridiculous.



Becaue without that giant UAV firelines aren't already alphastriking people that coem out of cover?
Hitn: they do, just polay with the right people.

So i am nto seeing where your problem is.


View PostJman5, on 15 July 2016 - 07:11 AM, said:

A UAV over the entire map is probably way too much. However a UAV stationed over each gate entrance would be a useful tool for both sides. It would give defenders heads up when the bad guys are pushing, or if one mech is trying to sneak through a separate gate. It would give attackers some breathing space by forcing defenders away from the gate. Hellbore Springs and Emerald Taiga are good examples of maps where defenders will often form a deathtrap firing line by the gates.


those gate UAV's would be pointless on Boreaul vault, pointless on grim, pointless on actualyl ALL maps, where and when do you actualyl NOT know when a team is pushing?

Hellbore and emerald is the same, nothign a palced regular UAv can'T reveal, so that gate UAV wouldn't help much at all.


However if PGI would implement some more leadership stuff they could make a indestructible UAV that acts like a regular UAV range but the commander at every tick (as much as longtom currently ticks) can palce it soemwhere over the battlefield. That would slowly fill chosen areas with UAV's and reveal more and more for those havign UAV's on their side. Explanation could be Spy sattelites gettign ready and in position to observe small areas of the battlefield.

#256 B L O O D W I T C H

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Posted 15 July 2016 - 10:05 AM

View PostLily from animove, on 15 July 2016 - 07:49 AM, said:

So i am nto seeing where your problem is.


Because an ever active, all seeing and indestructable UAV is the same as a freaking wallhack.
Imagine such a über UAV active, i would win every single trade, probably even without getting shot back once.
Firing lines at least have to see where an when a mech pops out of cover and not when he is about to pop out of it.
A full premade with über UAV? you think that would make the game any better? lol what?

Just because you don't like long tom (which i can fully understand) doesn't mean that you have to come up with another wacky idea.

Your idea about leadership perks is good, the indestructable wallhack UAV.. nope, strike that.

Edited by Toha Heavy Industries, 15 July 2016 - 10:07 AM.


#257 EvilCow

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Posted 15 July 2016 - 10:29 AM

Transform the LT in 3 artillery strike for each mech and make them usable through map (because scouts).

Not stronger than normal artillery strikes.

#258 Zolaz

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Posted 15 July 2016 - 11:07 AM

lol ... you all are hanging your hat on something PGI promises?

Posted Image

#259 MischiefSC

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Posted 15 July 2016 - 02:56 PM

Play scouting because you want to play scouting.

Playing scouting because you want to keep other people from playing Invasion (which is what strong scouting perks does) is bad game design.

#260 EvilCow

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Posted 15 July 2016 - 11:45 PM

You opinions have been heard.

and ignored





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