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Save Fw Remove Longtom


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#1 Karmen Baric

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Posted 17 July 2016 - 02:57 PM

LOOKS LIKE LONG TOM WILL ONLY DO 120 DAMAGE PER COMPONENT NEXT PATCH
Lawl is the best response i could be bothering right now.

Following on from http://mwomercs.com/...83#entry5291583 because a biased mod moved it when nealry everyone posting was agaisnt his viewpoint.


Ill quote someone more eloquent...

View PostJman5, on 13 July 2016 - 05:07 PM, said:

http://mwomercs.com/...ejuly-road-map/



Thank goodness. Now if you bring a 100 ton Direwolf it will only be crippled beyond use instead of out-right killed. Oh and don't you worry about ejecting. Long Tom just stepped out for some of his "medicine". He's coming right back in two minutes to teach you the meaning of respect and how your generation is a bunch of entitled whiners.

The reduced radius will also mean you might only lose or cripple 2-3 mechs every 2 minutes instead of 4 or 5.

Also they're going to keep Long Tom's cooldown precisely aligned with the dropship cooldown so that it can continue focusing down freshly dropped mechs that are forcibly clustered in a tight spot and unable to move. Incidentally, did you know that Long Tom cannot abide crowds?

Having the cooldown set at 2 minutes resulting in up to 14 separate visits from Long Tom is in no way unreasonable. Especially in a game with Limited respawns and a counter-attack game mode that is decided by kill count.

They're also totally not double counting torsos in the maximum damage per mech. A maximum of 1,320 damage per mech is a completely reasonable amount.

Finally, terrain and elevation will continue playing absolutely no role in blocking or reducing damage. As we all know Long Tom is deeply suspicious of people who try to avoid his company. He will burst through meters of solid rock and concrete to find you.

As we all know people really enjoy being bombed out of the sky with virtually no in-game recourse. I'm sure the queue numbers for those planets are going to really take off after this change. It totally wont continue relying on suckers not checking the scouting percentage before launching.


#2 AnTi90d

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Posted 17 July 2016 - 03:01 PM

View PostAnTi90d, on 16 July 2016 - 11:27 AM, said:

Even with the nerf down to 120 damage, the Tom will still do 120 x 11 components = 1,320 damage per mech at the center.
Tabletop Tom does 30 damage, divided up as 5 damage to 6 components = 30 damage per mech at the center.

PGI's Tom, after this nerf, still does 44 times the damage of a Tabletop Tom.

Tabletop Tom drifts and isn't meant to kill mechs. After fired, mechs are able to move far away from it. It's an area denial weapon.

PGI's Tom hits at the center, mere moments after targeting. Mechs aren't able to get out of the way and it outright slaughters them. It does not fit the spirit of the weapon.






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