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Reduce Lt Damage In Tomorrows Hotfix?


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#21 Pjwned

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Posted 06 September 2016 - 10:37 PM

If they just made Long Tom be an artillery bombardment instead of a nuclear blast it would be fine and it wouldn't have needed to be repeatedly nerfed into oblivion.

Take a standard artillery strike, scale it up so that it fires like 80 shells in a big radius with multiple shells landing at a time, bam it's done; oh and I guess decrease the frequency of strikes too.

#22 feeWAIVER

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Posted 06 September 2016 - 10:38 PM

With this, LT will basically be an easily avoidable artillery strike.
In other words, it's fine.

#23 iLLcapitan

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Posted 06 September 2016 - 10:40 PM

Told ya it's here to stay. Will be interesting to see how it plays out, without too much damage inflicted it could shake things up without gimping one side too heavily. I'm just trying to stay positive here.

#24 feeWAIVER

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Posted 06 September 2016 - 10:41 PM

View PostMechaBattler, on 06 September 2016 - 10:13 PM, said:

It's okay. I wasn't playing FW anyways.


Good. I'm Laio this week, and I'd prefer not having crappy QP pugles in my drop. Thnx.

#25 Johnny Z

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Posted 06 September 2016 - 10:45 PM

Awsome, Long Tom artillery isn't completely off the leash any more. Doesn't mean the faction play queues will pick up much but when they do its a good thing.

Edited by Johnny Z, 06 September 2016 - 10:47 PM.


#26 RestosIII

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Posted 06 September 2016 - 10:48 PM

View PostfeeWAIVER, on 06 September 2016 - 10:41 PM, said:


Good. I'm Laio this week, and I'd prefer not having crappy QP pugles in my drop. Thnx.

Posted Image
Please fight. I want to see blood.

#27 invernomuto

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Posted 06 September 2016 - 11:15 PM

View PostPjwned, on 06 September 2016 - 10:37 PM, said:

If they just made Long Tom be an artillery bombardment instead of a nuclear blast it would be fine and it wouldn't have needed to be repeatedly nerfed into oblivion.

Take a standard artillery strike, scale it up so that it fires like 80 shells in a big radius with multiple shells landing at a time, bam it's done; oh and I guess decrease the frequency of strikes too.


Many people proposed different ways to implement Long Tom when it was originally proposed by PGI. In the original form, it was nearly unplayable and NOT FUN for most players.
Some players proposed to leave the (maybe toned down) "huge blast", but limited once or twice per match. Others proposed nerf the damage. It was a reasonable request, I understand that PGI didn't want to trash LT, but it needed - badly - to be toned down.
At the time, nobody listened.
End result? We have a situation where people avoid playing in planets in wich LT is active, and FW in general.
Now they're nerfing LT, after 5 months and they say that: "We listened".
A little too late IMHO...
I am still trying to figure out if they're going to tone down the penalities for disertion, another "great" design decision for FW that killed Loyalist units.

Edited by invernomuto, 06 September 2016 - 11:16 PM.


#28 Champion of Khorne Lord of Blood

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Posted 06 September 2016 - 11:56 PM

I'm betting Long Tom will never be removed because it got featured in one of PGI's videos as some sort of interesting explosion and they're just keeping it there so people who look at that video don't start playing and go "where's the nuke!?"

Not that that's a good reason or anything.

This new Long Tom seems pretty weak, definitely won't be as much of an impact as it was before. I remember before I was running my hunchback and managed to survive before the first damage nerf because i was right in that range where it does damage but doesn't kill. Now that it has more fall off and even less damage Its basically only going to have much effect on people who are at the center of the blast.

#29 C E Dwyer

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Posted 07 September 2016 - 12:01 AM

Well they might get some people back with this, but LT being around is still going to put off a lot, and FW doesn't have much of a population without an event.

#30 Intrepid

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Posted 07 September 2016 - 12:49 AM

View PostRestosIII, on 06 September 2016 - 10:48 PM, said:

Posted Image
Please fight. I want to see blood.


That was reFRESHing Posted Image

#31 Khobai

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Posted 07 September 2016 - 01:14 AM

doing scout missions is now utterly pointless

if theyre going to nerf the long tom they need to buff the meta bonuses for scouting missions

because a weak!@# longtom isnt worth it

#32 xengk

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Posted 07 September 2016 - 01:30 AM

30 damage per component.
needs 2 shell to CT to kill a fully armoured Commando.
atleast 3 shell to CT to kill a stripped Atlas.

Edited by xengk, 07 September 2016 - 01:35 AM.


#33 LordNothing

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Posted 07 September 2016 - 01:46 AM

was this the b33f's doing?

good job b33f. keep expoiting, keep pgi on their toes, and the game will get better.

im also kind of down that i wont be able to participate in the suicide squirrel death squad.

Edited by LordNothing, 07 September 2016 - 01:46 AM.


#34 MechaBattler

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Posted 07 September 2016 - 04:30 PM

View PostfeeWAIVER, on 06 September 2016 - 10:41 PM, said:

Good. I'm Laio this week, and I'd prefer not having crappy QP pugles in my drop. Thnx.


Posted Image

#35 Chrome Magnus

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Posted 07 September 2016 - 04:42 PM

View PostBearFlag, on 06 September 2016 - 07:30 PM, said:

Unbelievable. Another blow to FW. PGI gets what was the clearest message I've ever seen from this often fractious community. REMOVE Long Tom. And IGNORES it.

One point of random damage from the Sky God is one point too many. The end game to Intel should be Intel, not RNG damage. Numerous viable, better, Intel options were presented which would have had significant in game affects without the Sky Hammer. Ignored. The Invasion mode is miserable enough to 90% of players without Long Tom.

Thirty points of damage per exposed component is not going to be happily received by players any more than 160 or 120. It may not always insta-kill as before, but as you're running away from it with weak armor exposed, it will still cut through the armor of mediums and do internal damage.

EDIT:
As for the argument that Scouting has be to massively "worth it", you're wrong, IMO. Those of us doing a lot of Scout do it because we LIKE the mode. I'd Scout if there was no end-game to it. Certainly prefer it over the choke-point, single mode, respawning carnage mode.


Not "random". You don't know if some of the options YOU FEEL are better have been ignored. I mean lets not pretend that new systems are implemented quickly.

#36 Deathlike

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Posted 07 September 2016 - 04:47 PM

View PostNavid A1, on 06 September 2016 - 05:58 PM, said:

I thought headshots were removed from LTs some patches ago


It's totally RNG based if whether it would actually hit the head now IIRC. It has some arbitrary chance (20% or something like that). Crit damage was removed however (so no need to worry about ammo exploding).

#37 Bud Crue

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Posted 07 September 2016 - 04:49 PM

WoooHOOO!

This is sure to get folks flooding back into CW for sure! Those poor folks who gave CW a try only to be blasted into smithereens and stated loudly and often on the forums, reddit, and even twitter, statements along the lines of: "WTF is with long tom? That's the dumbest thing I've ever seen in a game. I will never play CW again as long as that is in the game!" Yes! This nerf is sure to bring all those folks back! Population viability here we come! Phtt. Who needs to combine buckets now huh?


Edit: This was intended to be pure snark, alas I realize that tone is often missed in the written word.

Edited by Bud Crue, 07 September 2016 - 04:50 PM.


#38 Sorbic

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Posted 07 September 2016 - 04:55 PM

View Postinvernomuto, on 06 September 2016 - 11:15 PM, said:

[...]

Now they're nerfing LT, after 5 months and they say that: "We listened".
A little too late IMHO...
I am still trying to figure out if they're going to tone down the penalities for disertion, another "great" design decision for FW that killed Loyalist units.


Isn't this like the 2nd or 3rd LT nerf?

At this point I'm ok with LT. Adjust the desertion penalties or bring back timed (even if min of a month) contracts!

#39 MischiefSC

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Posted 07 September 2016 - 04:58 PM

It will still empty the queue.

Nobody wants to play at a disadvantage and would be an idiot to do so. Only idiots do it, meaning it's just pug stomps. The solution is to force everyone into scout queue but most players don't enjoy scout queue.. so the go play something else.

This had gone on for so long most those people ended up just playing something else all the time. PGI has actively driven their players Way with incompetence like this.

#40 Baulven

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Posted 07 September 2016 - 07:17 PM

I want to know who the genius is that made longtom do 5x the damage of tabletop when all the other weapons use tabletop damage values. Did someone seriously not go "Um guys, you know we doubled armor because tabletop damage was killing people too quick so what the hell is this?"





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