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

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#1 El Bandito

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Posted 03 July 2016 - 11:54 AM

*edit* Russ is going to review the Long Tom and is asking for our opinions on twitter. Or so he says. So get on his tweet account and offer your opinions. https://twitter.com/russ_bullock


Quote

Russ Bullock ‏@russ_bullock 19h19 hours ago
I am asking for the Long Tom to be reviewed - I personally prefer less dmg but just as frequent but I am open to opinions



Rant thread with pics.

Of the matches where the opponents had Long Tom available, the one I just finished pissed me off the most. First I wanna say that we won the match and we were constantly in VOIP communication warning each other about Long Tom, and it was interesting because we won despite huge amount of handicap. So why am I pissed?

Our opponents were pugs and not good players. By all means our side had all the advantage, except Long friggin Tom. Even with one man AFK from our side at start we had a good chance of defending.

Just as the gate opened, Long Tom arrived. I made sure to stay away from the others while keeping my eye on the gate and BOOM! I am dead from full health. Fresh Black Widow, gone. I was pissed but accepted it as unlucky chance, as I was not moving.

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Got onto my next Warhammer and as soon as I got into the fight another Long Tom landed, taking three of my teammates with it. Mind you again, our teammates were in constant communication about incoming Long Tom. Score went from 4-4 to 5-7.

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We pushed back their first wave and managed to catch up in scores. My WHM-6D took light damage, as I arrived later in the fight due to my first mech dying before the fight had even started! While waiting for the enemy to attack with their second wave, Long Tom warning was sounded, so I moved with full speed in my 82kph mech (XL330). BAM! I am dead again. While moving at 82kph. Holy shitballs, that's some big radius. I cursed the bloody announcer as bloody useless.

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Another Long Tom, another triple kill for the enemy team. At this moment I was sure the Long Tom did more damage and kills than this sorry excuse of an enemy team.

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My Jager-DD managed to die naturally, to the enemy team, but not before taking out two Ebon Jaguars single-handedly. So I hopped onto my last mech--a Blackjack-1X. Before I get into the fight, Long Tom took two kills. Score 16-21. Within 10 minutes, Long Tom basically claimed a full company worth of mechs, from a team that was doing its best not to get hit by it. Hah!

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Tangling with an Arctic Cheetah while another two teammates were claimed by the you-know-what. Both teams are still neck to neck in scores. By this time we were talking about how we should just rush the enemy next time Tom arrives so we can take the ******** with us. Those silly nuggets on the other team were bad enough not to take advantage of the Long Tom and wait outside, instead of mindlessly rushing towards their deaths. How frustrating it will be, should we lose to them!

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As you can see from the previous pic, my BJ moves at 108kph, and I was in constant motion, keeping in mind that this is my last mech. When the teammates began to warn each other about soon-to-arrive LT, I sprinted towards a single enemy, full throttle. So, did 108kph did me any good? NO! BLAMO, and I am dead for the third time to the accursed Long Tom and out of the fight for good. Mere 8 kills and 1140 damage contribution in that match thanks to Long Tom having a grudge with me. I was livid.

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Now I am seating as a spectator, watching Long Tom do its thing.

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It is down to the last wave and our team tried to rush the enemy's final wave assembling just outside the gate, while Long Tom was about to arrive. Basically gambling on the LT killing more of them than us. How did it go? Not so good.

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The next time it went well for us. 3 enemies died to their own LT while one of us died in the same blast. Score is 44-44.

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Aaand this is the final score. Thanks to an enemy Direwolf discoing and our AFK guy returning, we managed to scrape out a win.

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Of the 46 deaths on our side, 22 were done by automatic 2 minute interval nuke-shatting system! This is not how you implement Long Tom in the game, PGI. Something's gotta change, be it LT's radius, or damage, or frequency, or all of them. Or just remove this snowbally mechanism altogether from FW. The queues are suffering as is, no need to make it worse. And the bloody announcer is not making any difference.

End of rant.

Edited by El Bandito, 05 July 2016 - 04:44 PM.


#2 Juodas Varnas

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Posted 03 July 2016 - 12:00 PM

Posted Image

Long Toms are just a bad mechanic. They're not fun to have on your side and even less fun to be pitted against.
They were supposed to give PUGs a better chance at fighting Units (at least i think that's what Russ had said), but in truth it just made it so much worse.

Edited by Juodas Varnas, 03 July 2016 - 12:02 PM.


#3 Mcgral18

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Posted 03 July 2016 - 12:02 PM

At least it's not this anymore
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There's some additional falloff...which I cannot remember.
To the Patch Notes!

#4 Mcgral18

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Posted 03 July 2016 - 12:05 PM

So, 150 damage per component max, 300M range, no mention of linear or otherwise falloff.


https://mwomercs.com...-1469-17may2016


So, a 234M instant death zone if you're staring at it?

Or
300-(your rear IS+A/150 *300)
for the rearward insta death



How fun

#5 627

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Posted 03 July 2016 - 12:13 PM

I was shot out of the dropship yesterday... yeah it is no fun. While I had a match where we won against long dong silver yesterday, the frequency is just to high. Every 2 minutes you lose at least one mech, most of the time you lose 2-3, even if you spread.

Make it drop 2-3 times in a match and that is it. be it every 5 minutes or every 10, but with every scan some instakills is just plain stupid.

And if you look at the player numbers, no one wants to play on those planets anymore at all, no clans, no IS.

#6 DAYLEET

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Posted 03 July 2016 - 12:20 PM

Long Tom exist so bigger unit can more easily farm planet for mc's because what other reasons to them to play.

CW is done i believe, no more phases so the third was the last. I just make sure not to queue on Toms, the 30-60minutes i need to drop is what is gona keep me away. Mechbays at 3$us is the only reason i can find to play it because somebody forgot to put the fun factor in the gamemode.

That game mode is not sustainable, it need drastic changes to everything, map, reason to play, gameplay, It's iteration is not fun with or without player base

Have 50km^2 map
have a single match last 2 or 3 hours
regular drop every 5 minutes at points you have captured for player to join with their dropdeck or new player to join the game
have cap chained together so you can cap one before the previous one
Certain cap can repair you.
Certain cap provide short range mortar a single guy can man but only on "drop mortar here" spot by scout mech
cap/bases have missions you can get, scout a lance of mech for bonus, prevent mech from entering a radius around base etc
no more wait, anyone can join, no more emphasis on mech&loadout. Keep 1 life in quickplay

First 2 days i manage 7 wins 3 loss, yesterday people learned their lesson and i couldnt drop at all. Still need 10 game played for a mechbay so i can put this gamemode behind me for another 6 months.

Edited by DAYLEET, 03 July 2016 - 12:28 PM.


#7 InspectorG

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Posted 03 July 2016 - 12:24 PM

Ahh, MWO has reached peak realism...

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

#8 NUSQUAM

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Posted 03 July 2016 - 12:31 PM

I've had entire games where it was an 800m instant dead radius, and some where I was within 300~ and it barely scratched me. There's something wrong with it.

#9 Saint Scarlett Johan

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Posted 03 July 2016 - 12:32 PM

It's coded so poorly.

It'll kill you when there is a terrain feature between you and the impact.

It really does need to go, I refuse to drop on a planet when either side has Long Tom. I just love watching all my kills get stolen by an auto-kill system.

EDIT:

They really need to yank it and set it up where you can't use air or artillery support unless you have the whatever % needed.

Edited by Saint Scarlett Johan, 03 July 2016 - 12:34 PM.


#10 Mcgral18

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Posted 03 July 2016 - 12:33 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.


How often are 15 MOABs dropped on a single battlefield?

#11 Trauglodyte

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Posted 03 July 2016 - 12:35 PM

I haven't been killed by Long Tom since they added it. What's the problem?

I haven't played FW since, lol

#12 Saint Scarlett Johan

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Posted 03 July 2016 - 12:36 PM

View PostMcgral18, on 03 July 2016 - 12:33 PM, said:


How often are 15 MOABs dropped on a single battlefield?


They're not used at all.

In fact, the US Army FA units are using less and less HE projos for the Excalibur because the Excal produces less collateral and has a higher chance of hitting a 10 digit grid.

#13 Gyrok

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Posted 03 July 2016 - 01:22 PM

View PostSaint Scarlett Johan, on 03 July 2016 - 12:36 PM, said:


They're not used at all.

In fact, the US Army FA units are using less and less HE projos for the Excalibur because the Excal produces less collateral and has a higher chance of hitting a 10 digit grid.


Thermobaric weapons are extremely effective...as long as you can live with leveling everything inside the radius...

US military style is more surgical strikes and less raw devastation. The Daisy Cutter's bigger sibling is just a complete area clearing device. Probably works great for clearing minefields, though...

#14 Ceesa

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Posted 03 July 2016 - 01:24 PM

I've been away from this game for about a year, so I came back and heard the complaints about the tom. Thought that since an event was going on I'd give it a shot. First match with it, I got one-shotted in my first three mechs by THE FIRST THREE TOMS OF THE MATCH. Livid doesn't even begin to describe it. I was moving at full speed every time, trying to stay in cover each time, and it apparently doesn't matter at all.

I kinda would like the warhorns, so apparently if I want to do this event, I have to avoid planets with long toms now. They completely ruin the game.

#15 Vxheous

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Posted 03 July 2016 - 01:25 PM

Long Tom: PGI's great equalizer for pugs vs 12 mans (except they forgot that anyone can have Long Toms on their side)

#16 vocifer

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Posted 03 July 2016 - 01:31 PM

How the hell enemy team managed to outdamage you? O_o

Edited by vocifer, 03 July 2016 - 01:32 PM.


#17 Deathlike

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Posted 03 July 2016 - 01:33 PM

Long Toms don't really fix the Bad Team+Long Toms vs Good Team... all it does it ensure someone will get pissed (sometimes up to 24 players) and ensure the earth is salted where the tactical nuke hasn't radiated.


I mean, if PGI likes driving away people from playing the game FW, it's a totally perfect success!

Edited by Deathlike, 03 July 2016 - 01:37 PM.


#18 Bishop Steiner

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Posted 03 July 2016 - 01:38 PM

Can't say I like it, but moral of the sotry?

Scouting matters.

Win the Scout Mode, LT not an issue.

#19 Deathlike

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Posted 03 July 2016 - 01:41 PM

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

Can't say I like it, but moral of the sotry?

Scouting matters.

Win the Scout Mode, LT not an issue.


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.

Edited by Deathlike, 03 July 2016 - 01:41 PM.


#20 Bishop Steiner

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Posted 03 July 2016 - 01:41 PM

View PostMcgral18, on 03 July 2016 - 12:33 PM, said:


How often are 15 MOABs dropped on a single battlefield?

as often as necessary to make the Opfor stop twitching.





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