Russ Will Review The Lt. Voice Your Opinion.
#61
Posted 05 July 2016 - 09:51 AM
I would love to see a artillery barrage mechanic instead. The attackers have 6 charges of artillery barrage and can basically call in a set of artillery large enough to fill an entire grid like the "user" artillery mechanic.
Or only allow arty/airstrike modules in matches were you have the "arty" support.
What I hate about Long Tom
1: It looks like **** in game. Sure mushroom cloud is okay but it doesn't feel like there is a massive explosion. You just see a bunch of mechs die. Animations need to be cleaned up and maybe make a better scar on the ground, a crater, or something.
2: Its cooldown seems to be somewhere around 1:45-2:00. It has the potential to destroy the entire team if closely packed or forces players to spread out and be easy targets for the enemy team.
3: It crushes peoples hopes and dreams. It should help the team with it but it shouldn't be providing a 90% guarantee on victory.
How to nerf it
Increase cooldown (less number of shots per match) to 6 minutes, basically meaning 1 arty per wave
Prevent Arty drops for the first 4 minutes of the game. (so drops at 4, 10, 16, 22, 28 minutes but with a bit more randomness perhaps instead of automatic)
or
Give the enemy commander the ability to launch the arty strike and choose a location
Cooldown 4 minutes
Only 4 Uses
#62
Posted 05 July 2016 - 09:56 AM
I don't care what ever excuse they have for it is a joke. I am 100% sure the devs if they even did QA this never saw a team win against long tom. There is no physically possible way they thought it was winnable against. It would have to take a 12 man of blind one armed monkeys that only hit the W key to loose when you have long tom.
Even premades the best we have gotten a bout 40 kills Sure it might not be impossible, but it's pretty damn close. Anything that makes a match near a 100% chance to win for that side is just a complete failure of game design on the most basic levels.
Guys I got an idea how a bout this. We make a hero mech that costs 500$ and can boat 5 HAG 40s and is the only mech in the game that can carry HAG 40s. Oh and ontop of it.. we will give it the highest armor in the game.. Yea that sounds like a good idea lets do that and not think for a moment or QA it at all. <--- PGI logic.
#63
Posted 05 July 2016 - 09:57 AM
I do love that this entire conversation here is 'Long Tom sucks and is ruining Invasion,' yet nobody is discussing WHY so many long toms are showing up because scouting is BROKEN.
#64
Posted 05 July 2016 - 09:57 AM
Down time. I voted to remove it cause I want to fight rather than use Long Tom to win.
#65
Posted 05 July 2016 - 09:57 AM
Reasoning:
- LT is a nuke, it violates the Ares convention. What's next? Planetary bombardement for 100% scouting, resulting in InstaWins?
- LT is per lore good against fortifications, not for firing into a raging battle.
- No sane commander would send his troops into a mission with that kind of artillery, insta-killing 4 or more at times
- No sane artillery command would fire regardlessly whether or not they hit their own troops (difference to an arty/air strike: Here the pilot actively wants the strike to happen right there)
#66
Posted 05 July 2016 - 10:07 AM
- Upgraded heat sinks
- UAC -20 jam chance
- -20 Laser duration
- or something...
Edited by Celtic Warrior, 05 July 2016 - 10:07 AM.
#67
Posted 05 July 2016 - 10:12 AM
PFC Carsten, on 05 July 2016 - 09:57 AM, said:
Reasoning:
- LT is a nuke, it violates the Ares convention. What's next? Planetary bombardement for 100% scouting, resulting in InstaWins?
- LT is per lore good against fortifications, not for firing into a raging battle.
- No sane commander would send his troops into a mission with that kind of artillery, insta-killing 4 or more at times
- No sane artillery command would fire regardlessly whether or not they hit their own troops (difference to an arty/air strike: Here the pilot actively wants the strike to happen right there)
As an aside in real life there are instances artillery has been called for to drop on fighting positions in danger of being overrun. If the commander deams that the risks are worth the rewards he can sacrifice his entire troop compliment in the name of victory. It isn't a happy to lucky answer but it is the truth.
#68
Posted 05 July 2016 - 11:48 AM
If the commander is a lousy targeter, oh well. If he (or she) TKs four mechs, they pay the penalty.
I think this addresses most of the problems with LT.
#69
Posted 05 July 2016 - 12:06 PM
WVAnonymous, on 05 July 2016 - 11:48 AM, said:
If the commander is a lousy targeter, oh well. If he (or she) TKs four mechs, they pay the penalty.
I think this addresses most of the problems with LT.
Not practical to call it like a regular arty when LT has a 300m blast radius, because you'll likely be in range. Target it from the map.
#70
Posted 05 July 2016 - 12:34 PM
Celtic Warrior, on 05 July 2016 - 10:07 AM, said:
- Upgraded heat sinks
- UAC -20 jam chance
- -20 Laser duration
- or something...
Why would scouting a planet have an effect on your weapons?
#71
Posted 05 July 2016 - 12:55 PM
#72
Posted 05 July 2016 - 01:12 PM
#73
Posted 05 July 2016 - 01:22 PM
Big Tin Man, on 05 July 2016 - 12:06 PM, said:
Not practical to call it like a regular arty when LT has a 300m blast radius, because you'll likely be in range. Target it from the map.
I'm amenable to your amendment. Targeting from the map would actually make the map have some useful purpose...
#74
Posted 05 July 2016 - 01:37 PM
#75
Posted 05 July 2016 - 01:43 PM
Add raider missions to spawn ammo/coolant trucks at base for reload or quick cool.
maybe slow Opfor respawn counters.
Also please increase the scouting rewards for data collection.
Heck, throw in an "enemy avoided" bonus is you make it out totally clean.
Most of these ideas do not require drastic changes to the game as played. I'm not sure what code hassles they would cause, but I feel like these things would make the mode more interesting.
#76
Posted 05 July 2016 - 02:31 PM
Hunter Watzas, on 05 July 2016 - 09:51 AM, said:
Why? Why isn't the Combat ID and Satellite Support good enough as-is? If you use the information that they give you, the combination of the two is plenty powerful already. Why does it need to get better than that?
#77
Posted 05 July 2016 - 02:50 PM
Achieving that takes time and real dedication on the part of the scouts and it is such a tug of war in that mode that with dedicated scouts on both side it would usually end up in a stalemate.
So... I understand having the long tom as such a powerful benefit to the team that has it.... so with that in mind I say leave it in game. Perhaps tweak it a little, but it is meant to be a deciding factor in the battles.
However, the 2 biggest problems I see with the long tom are:
- it takes the actual fighting away from the players - it is the game winning the battle for you. Though at the stage where you may finally get the long tom, it could just finish off the victory or could be the turning tide.
- it is just as dangerous to your own side as it is to the enemy because we have no control over it's use. This isn't such a problem as it really means changing the way you then fight the battles and engage the enemy.
- Give the control of all the scouting benefits to the commander so they are player controlled or introduce a 13th player as a strategic commander that can use these functions and more.
- Make it more like an extended artillery strike that covers a line across the map so it can be used as a tool to advance and force the enemy to re-position.... though perhaps this could be a different consumable.... the 'Barrage'!!
- Change it to an Arrow 4 bombardment that targets the dropships, destroys them spectacularly and delays the drop. (doesn't destroy the mechs, but a delay in reinforcements arriving would be a significant advantage... maybe we could get this anyway?)
#78
Posted 05 July 2016 - 03:03 PM
#79
Posted 05 July 2016 - 03:51 PM
#80
Posted 05 July 2016 - 04:26 PM
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