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What Was Done To Strikes?


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#1 Appogee

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Posted 29 October 2016 - 10:53 PM

Did Artillery and Air Strikes get majorly nerfed a month or two ago?

I've noticed that they seem to hit much less frequently now, and also, seem to do less damage? So it feels like the blast radius was made much smaller and the damage also decreased.

Can anyone share with me any facts on any nerfing of strikes in recent history?










Note: I am not a fan of strikes. I think there are too many of them in the game and that the "pay to do extra damage at no extra tonnage" mechanic is not a good one.

Edited by Appogee, 29 October 2016 - 10:53 PM.


#2 DaisuSaikoro Nagasawa

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Posted 30 October 2016 - 01:01 AM

Playing the game I've noticed they seem like a waste of time though I do still carry them.

#3 Wrathful Scythe

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Posted 30 October 2016 - 01:06 AM

Priority Air and Arty-strikes are useful in certain situations, though I wouldnt ever spend real money on them. The others are kinda meh or require a module to be effective so I stay away from them, too.

#4 DrxAbstract

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Posted 30 October 2016 - 01:14 AM

Artillery Strike's cluster spread was increased substantially, making it highly unreliable.

#5 Ghogiel

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Posted 30 October 2016 - 01:26 AM

I think ~May they made changes. But yeah they did change them to do a maximum of 15dmg per component and no longer crit. So you can shave more back armor and not worry about the torso gausses popping :)

#6 The6thMessenger

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Posted 30 October 2016 - 01:33 AM

Air-strike is sometimes useful when running light, because they generally don't pack much punch. Usually i flank and strike them when unaware, or when they overheated i strike them.

#7 Yosharian

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Posted 30 October 2016 - 02:21 AM

Hopefully they have been

#8 El Bandito

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Posted 30 October 2016 - 02:49 AM

Air strike is still useful in solo-q where most of the pugs retreat straight backwards. Pretty fun when you beat a mech to pulp with dakka, and when the opponent just manage to retreat back to safety, my air strike kills him. ;)

#9 Appogee

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Posted 30 October 2016 - 03:25 AM

Thanks. I dont think I'll equip them in anything other than comp matches any more.

#10 Zolaz

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Posted 30 October 2016 - 05:04 AM

PGI fixed strikes instead of the Long Tom awhile back.

Posted Image

#11 Mystere

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Posted 30 October 2016 - 05:16 AM

View PostAppogee, on 29 October 2016 - 10:53 PM, said:

Did Artillery and Air Strikes get majorly nerfed a month or two ago?

I've noticed that they seem to hit much less frequently now, and also, seem to do less damage? So it feels like the blast radius was made much smaller and the damage also decreased.

Can anyone share with me any facts on any nerfing of strikes in recent history?

Note: I am not a fan of strikes. I think there are too many of them in the game and that the "pay to do extra damage at no extra tonnage" mechanic is not a good one.


Strikes were massively nerfed several months ago. Blame all the loud crybabies who incessantly whined to PGI day in and day out about them.


There is a player-based reason

why we cannot have good things in MWO,

much less great ones.


Edited by Mystere, 30 October 2016 - 05:16 AM.


#12 TercieI

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Posted 30 October 2016 - 05:29 AM

View PostWrathful Scythe, on 30 October 2016 - 01:06 AM, said:

Priority Air and Arty-strikes are useful in certain situations, though I wouldnt ever spend real money on them. The others are kinda meh or require a module to be effective so I stay away from them, too.


Improved strikes are identical to Priority strikes and cost a one-time GXP fee to unlock, no module required. The modules are a separate deal, tighten spread and are generally considered worthless.

#13 WrathOfDeadguy

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Posted 30 October 2016 - 05:37 AM

Until the entire strike mechanic is reworked to require TAG, CC, TC, or NARC for targeting instead of a magic teleporting weightless infinite-ranged smoke grenade, every time strikes get nerfed it will make me smile. The implementation is bad, and the less I see of that bad implementation, the happier I will be.

#14 Mystere

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Posted 30 October 2016 - 06:02 AM

View PostWrathOfDeadguy, on 30 October 2016 - 05:37 AM, said:

Until the entire strike mechanic is reworked to require TAG, CC, TC, or NARC for targeting instead of a magic teleporting weightless infinite-ranged smoke grenade, every time strikes get nerfed it will make me smile. The implementation is bad, and the less I see of that bad implementation, the happier I will be.


Actually, there is a 2000 (or is it 2500) meter range limit. I'm just saying.

#15 Dee Eight

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Posted 30 October 2016 - 06:07 AM

From the May patch notes... (I left out the LT changes as it kept getting nerfed so the info is out of date)

Air Strikes, Artillery Strikes, and Long Tom Strikes
The amount of Damage Dealt to a component from a explosion is now based on that components distance from the explosion, along with the amount of surface area exposed to it. The amount of damage dealt decreases at a logarithmic rate.
With this change explosion damage will behave more consistently, and will allow players to better minimize and manage the amount of damage taken to critical components by turning away from the blast.
• Explosions no longer deal Critical Damage.
• Artillery Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
• Artillery Strike: Shell Radius is 30m.
• Air Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
• Air Strike: Bomb Radius is 30m.


The ironic bit to the shrinking of the radius is they effectively gave everyone who used them a super duper accuracy module. It used to be 75m radius as I recall for the 5 or 10 shells to fall into and the 4 million c-bill module could shrink that 20% to 60m. Well now its been shrunk 60% for everyone, and if you use the module it drops to a 24m radius to put the shells into.

And while they removed the ability to crit, it will still destroy components outright via removal of sections like arms, side torsos, legs and the head from destruction of the internal structure. At least once a day one of my artillery strikes results in a component destroyed bonus. The trick is to wait to use them until the target has lost armor and the internal structure has been exposed.

Edited by Dee Eight, 30 October 2016 - 06:09 AM.


#16 Dee Eight

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Posted 30 October 2016 - 06:11 AM

View PostMystere, on 30 October 2016 - 06:02 AM, said:


Actually, there is a 2000 (or is it 2500) meter range limit. I'm just saying.


Its a 2500 meters limit.

#17 Mystere

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Posted 30 October 2016 - 06:12 AM

View PostDee Eight, on 30 October 2016 - 06:07 AM, said:

And while they removed the ability to crit, it will still destroy components outright via removal of sections like arms, side torsos, legs and the head from destruction of the internal structure. At least once a day one of my artillery strikes results in a component destroyed bonus. The trick is to wait to use them until the target has lost armor and the internal structure has been exposed.


In other words, they're better used for finishing off the enemy, instead of softening them up. Posted Image Posted Image Posted Image

#18 Y E O N N E

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Posted 30 October 2016 - 08:17 AM

View PostMystere, on 30 October 2016 - 05:16 AM, said:


Strikes were massively nerfed several months ago. Blame all the loud crybabies who incessantly whined to PGI day in and day out about them.


There is a player-based reason

why we cannot have good things in MWO,

much less great ones.





> Implying strikes even qualify as good things.

#19 Mystere

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Posted 30 October 2016 - 08:18 AM

View PostYeonne Greene, on 30 October 2016 - 08:17 AM, said:

> Implying strikes even qualify as good things.


Of course they were. Posted Image

#20 Deathlike

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Posted 30 October 2016 - 08:20 AM

View PostYeonne Greene, on 30 October 2016 - 08:17 AM, said:


> Implying strikes even qualify as good things.


Well, that is Mystere's schtick.

The problem if you bother to track posting history... Mystere's in favor of imbalances, regardless of reason.





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