Reduce Lt Damage In Tomorrows Hotfix?
#21
Posted 06 September 2016 - 10:37 PM
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
Posted 06 September 2016 - 10:38 PM
In other words, it's fine.
#23
Posted 06 September 2016 - 10:40 PM
#25
Posted 06 September 2016 - 10:45 PM
Edited by Johnny Z, 06 September 2016 - 10:47 PM.
#27
Posted 06 September 2016 - 11:15 PM
Pjwned, on 06 September 2016 - 10:37 PM, said:
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
Posted 06 September 2016 - 11:56 PM
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
Posted 07 September 2016 - 12:01 AM
#31
Posted 07 September 2016 - 01:14 AM
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
Posted 07 September 2016 - 01:30 AM
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
Posted 07 September 2016 - 01:46 AM
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.
#35
Posted 07 September 2016 - 04:42 PM
BearFlag, on 06 September 2016 - 07:30 PM, said:
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
Posted 07 September 2016 - 04:47 PM
Navid A1, on 06 September 2016 - 05:58 PM, said:
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
Posted 07 September 2016 - 04:49 PM
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
Posted 07 September 2016 - 04:55 PM
invernomuto, 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
Posted 07 September 2016 - 04:58 PM
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
Posted 07 September 2016 - 07:17 PM
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