Looks Like Long Tom Will Only Do 120 Damage Per Component Next Patch
#41
Posted 14 July 2016 - 02:54 AM
#42
Posted 14 July 2016 - 02:55 AM
#43
Posted 14 July 2016 - 03:14 AM
That's why it needs a regularly scheduled, almost impossible to avoid death mechanic for free that just kills people with no recourse, no fun, and no logic!
Edited by oldradagast, 14 July 2016 - 03:14 AM.
#44
Posted 14 July 2016 - 03:41 AM
Prescient you could say.
Now being a pug only guy all I can say now is i am sorry for you faction guys. You got reamed way more than the pugs ever did.
Just think about Russ smirking at you every time you get ready to hit the icon to start this mess. Better yet we should just mass uninstall understanding one thing. He doesn't give a damn about you. Not one bit.
#45
Posted 14 July 2016 - 03:54 AM
Even if you reduce it down to airstrike level, it will still be bad game design. Getting minor automatic damage every 2 minutes would be less game breaking than instakills, but it would still be stupid, non-interactive and pointless annoyance for both teams and nothing else.
If long tom is to be kept at all, introducing interactivity on both sides would be a better solution than a simple nerf. For example keeping the power level, but make it an extra consumable that the commander has, and make the smoke delay long enough that it is possible for any mech to get away before it drops. Then instead of the game breaker you have now it would a area denial tactical tool for the team that has it, and a huge threat if you are ignoring it. It would allow the team controlling it to force the enemy out of any defensive position or temporarily deny them a path to buy time for your own positioning. It could be so good,
#46
Posted 14 July 2016 - 04:47 AM
#47
Posted 14 July 2016 - 04:55 AM
#49
Posted 14 July 2016 - 07:53 AM
Edited by CapperDeluxe, 14 July 2016 - 07:53 AM.
#50
Posted 14 July 2016 - 08:01 AM
to this:
#51
Posted 14 July 2016 - 08:23 AM
#52
Posted 14 July 2016 - 09:05 AM
#53
Posted 14 July 2016 - 11:15 AM
Quote
It's scouting. At 90%, we should have a perma-UAV effect covering the entire field for the side that basically owned scouting. ECM on the enemy side is automatically disabled as if jammed.
Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.
#54
Posted 14 July 2016 - 11:36 AM
Andi Nagasia, on 13 July 2016 - 08:37 PM, said:
if you Turn a Shield side to the LT you can Protect your other side alot of the time,
also most mechs can get out of Range if they see it soon enough,
I don't know about you, but all the maps I play on are not flat featureless plains. Even if I do see the smoke (funnily enough, I don't have a 360 degree field of vision), there's almost always buildings and hills and other terrain that actually prevent me from running in a perfectly straight line. I'll note that those same buildings and hills and other terrain can often keep me from seeing the smoke, even if it is in a straight line in front of me.
#55
Posted 14 July 2016 - 12:08 PM
Variant1, on 14 July 2016 - 08:23 AM, said:
B...but what if the drop commander screws up and targets his own team????
Oh wait...
Honestly I can only imagine that PGI is terrified that someone who doesn't know what he's doing will steal drop command slot and screw it up for their team. The obvious solution to this is to create a voting tool at the start of the match for electing a drop commander. If people think you're screwing it up, or you disconnect, they can vote-kick him from the role and start a new election.
#56
Posted 14 July 2016 - 12:19 PM
#57
Posted 14 July 2016 - 12:29 PM
Brain Cancer, on 14 July 2016 - 11:15 AM, said:
Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.
While I agree that some kind of additional significant information advantage would be a good replacement for the long tom, I don't think map wide "UAV" is a good candidate.
It is simply too strong, you have to realize that it would be a straight up full team wallhack for an entire match. In fact it would be better than a wallhack because not only could you track enemies through objects but also fully target them.
We need something that is EITHER strong but interactive/counterable OR non-interactive but relatively weak.
Powerful non-interactive effects are simply too unfun and game breaking.
Don't allow the full on pants on head ridiculousness of the long tom mechanic fool you into defending merely ridiculous alternatives.
Edited by Sjorpha, 14 July 2016 - 12:31 PM.
#58
Posted 14 July 2016 - 02:09 PM
El Bandito, on 13 July 2016 - 05:10 PM, said:
PGI is strangling FW themselves, and wondering why no one is playing it outside of events.
Lawl PGI, doesn't play their own game so dont know why the player base hates the LT.
Edited by Karmen Baric, 14 July 2016 - 02:10 PM.
#59
Posted 14 July 2016 - 03:53 PM
Brain Cancer, on 14 July 2016 - 11:15 AM, said:
It's scouting. At 90%, we should have a perma-UAV effect covering the entire field for the side that basically owned scouting. ECM on the enemy side is automatically disabled as if jammed.
Being seen a mile away and always being "spotted" should be quite an advantage without nuking the field every few minutes.
That would simply encourage super LRM boating though and with no way to hide or break lock it would actually be exceedingly bad, as most maps have terrible cover in CW.
#60
Posted 14 July 2016 - 04:36 PM
Some advantage, sure. Decisive? Bad design, kills population.
Scouting balance is **** anyway. If scouting > invasion then scouting balance is more important than invasion balance.
People will scout because they want to play 4v4. That's it. Anything beyond that is fluff. Making everyone who wants to play Invasion chained to everyone who wants to play scouting is a bad game design mechanic.
For the love of god make it stop. Quit trolling us for wanting to play the game. Quit making game mechanics designed to make people not want to play.
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