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Artillery Got Nerved?


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#21 Mcgral18

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Posted 06 August 2016 - 11:37 AM

View PostNavid A1, on 06 August 2016 - 11:05 AM, said:

- PGI tried to have their revenge by changing the artillery as well... because arty and long tom are TOTALLY related.


At the base level...they probably are

I guess they just wanted to share the code, and not just use the same parent characteristics.

#22 Davegt27

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Posted 06 August 2016 - 06:56 PM

Quote

Posted Today, 01:05 PM
Yes, artillery now don't do crits.

Reason?
- People asked for nerfs to long tom
- PGI loved the long tom
- PGI got upset
- PGI tried to have their revenge


yeah when they had the round table all the big bad unit folks cried
mom PGI is hitting me with long toms

I wish Russ would have said you been kicking the crap out of solo players for a year and a half and if they say anything

you say get gud

Long Tom comes out and in less then a 2 months there is a round table

jmtcw

#23 Cyborne Elemental

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Posted 06 August 2016 - 07:02 PM

Arty and Airstrikes now have a huge delay before they land, and both have had their area effect nearly doubled.

Its pretty much a complete waste to even bring arty anymore IMO.

#24 Mcgral18

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Posted 06 August 2016 - 07:26 PM

View PostMister D, on 06 August 2016 - 07:02 PM, said:

Arty and Airstrikes now have a huge delay before they land, and both have had their area effect nearly doubled.

Its pretty much a complete waste to even bring arty anymore IMO.


Posted Image

Pre change
-<Module CType="CStrategicStrikeStats" name="Priority_Artillery_Strike" id="4030">
<PilotModuleStats slot="Consumable"/>
<Loc iconTag="EfficiencyIcons\Priority_Artillery_Strike.png" descTag="@Priority_Artillery_Strike_desc" nameTag="@Priority_Artillery_Strike"/>
<ConsumableStats maxUses="1" equipType="StrategicStrike"/>
<StrategicStrikeStats effect="mech_weapons.artillery.smoke_marker" duration="3.0" material="mat_artillery" effect2="mech_weapons.autocannon_20.trail" damage="35.0" delay="4.0" radius2="30.0" radius="75.0" variation="0.1" num="10"/>
</Module>


Post change
-<Module CType="CStrategicStrikeStats" name="Priority_Artillery_Strike" id="4030">
<PilotModuleStats slot="Consumable"/>
<Loc iconTag="EfficiencyIcons\Priority_Artillery_Strike.png" descTag="@Priority_Artillery_Strike_desc" nameTag="@Priority_Artillery_Strike"/>
<ConsumableStats maxUses="1" equipType="StrategicStrike"/>
<StrategicStrikeStats effect="mech_weapons.artillery.smoke_marker" duration="3.0" material="mat_artillery" effect2="mech_weapons.autocannon_20.trail" damage="15.0" delay="4.0" radius2="30.0" radius="75.0" variation="0.1" num="10"/>
</Module>


Now, they've changed mechanically to deal 15 damage to each component inside the blast radius with the appropriate falloff, and they are significantly weaker, but you'll note the distances remain the same.

#25 Kali Rinpoche

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Posted 06 August 2016 - 07:45 PM

Who cares? Its still free damage to multiple mechs you can do without exposing yourself to reciprocal damage of an exchange. They're herd thinners.

#26 Mainhunter

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Posted 07 August 2016 - 02:30 PM

View PostMole, on 05 August 2016 - 07:51 PM, said:

I've always found artillery and air strikes to be almost utterly useless in this game. They do so little damage that it's pathetic. I can count on one hand how many times I've gotten a component destruction from dropping bombs/shells on a cluster of enemies. Only time I've ever gotten a kill by doing so is back in the day when they still had that bug where if a shell or bomb landed on you and you had less than like 4 head armor your head instantly exploded. I ultimately find them to be the least useful consumable there is and I only use them when they are given to me for free through some event.



Sure? I once killed 3 Mechs with one Arty strike. Obviously before the Nerf....

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I also not talking about the Long Tom. Stopped myself playing CW because of this ridicules "feature".





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