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Please Slow Down Artillery


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#21 Mystere

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Posted 07 August 2017 - 10:52 AM

View PostMole, on 06 August 2017 - 03:20 PM, said:

They're annoying as **** but they're not hardly game breaking.


FTFY. Posted Image

#22 LordBraxton

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Posted 07 August 2017 - 10:56 AM

Put the damage they do in parentheses next to damage, so bads can stop spamming for the score inflation. That way we can see actual contributions as well as how much damage people get from consumables.

I have never dropped arty or airstrikes on people and never will. Things that don't cost slots\tonnage should not do damage, period.

#23 Mystere

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Posted 07 August 2017 - 10:59 AM

View PostLordhammer, on 06 August 2017 - 04:19 PM, said:

Some try to say it is supposed to break deathballs but that is the core tactic of this game for a reason. When a deathball engages a spread out team (everything else being equal) they crush them like melons, then its just mop up. In a deathball team members can cover for each other and focus fire much more efficiently because u have less targets to fire at (against a team who is not using same tactic).


<without commenting on the actual mechanic ...>

If a tool was added to help break deathballs, that is an indication that maybe, just maybe, deathballs should not be the be-all and end-all core tactic of this game.

View PostLordBraxton, on 07 August 2017 - 10:56 AM, said:

Put the damage they do in parentheses next to damage, so bads can stop spamming for the score inflation. That way we can see actual contributions as well as how much damage people get from consumables.

I have never dropped arty or airstrikes on people and never will. Things that don't cost slots\tonnage should not do damage, period.


Alternatively, remove their damage numbers completely or at the very least separate them from weapon damage numbers.

#24 LordBraxton

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Posted 07 August 2017 - 10:59 AM

View PostMystere, on 07 August 2017 - 10:57 AM, said:


<without commenting on the actual mechanic ...>

If a tool was added to help break deathballs, that is an indication that maybe, just maybe, deathballs should not be the be-all and end-all core tactic of this game.


They should do that with objectives, maps, and game modes that actually encourage you to split up, not magic grenades.

Leave them as is, thats fine, I dont care anymore, just separate consumable damage from damage scores so we can see who actually knows how to play.

#25 Mystere

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Posted 07 August 2017 - 11:02 AM

View PostLordBraxton, on 07 August 2017 - 10:59 AM, said:

They should do that with objectives, maps, and game modes that actually encourage you to split up, not magic grenades.

Leave them as is, thats fine, I dont care anymore, just separate consumable damage from damage scores so we can see who actually knows how to play.


Ahem! Being able to know how to use consumables -- or anything for that matter (and within the game's rules, of course) -- to one's advantage is part of actually knowing how to play. Just because you do not like it does not make it so.

<And this is the part where I declare that I should be able to appropriate the OP's name for myself. Posted Image>

Edited by Mystere, 09 August 2017 - 10:11 AM.


#26 LordBraxton

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Posted 07 August 2017 - 11:05 AM

View PostMystere, on 07 August 2017 - 11:02 AM, said:


Ahem! Being able to know how to use consumables -- or anything for that matter (and within the game's rules, of course) -- to one's advantage is part of actually knowing how to play. Just because you do not like it does not make it so.


That's your opinion, mine is that consumables are dumb, have no counterplay because you can't realistically look side to side and behind you constantly, and function as a magic grenade spell that you can cast for money.

They don't even effect my game that much, leave them how they are, whatever, but don't let bads pad their damage stats for cbills.

#27 Anakha

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Posted 09 August 2017 - 04:47 AM

Need to reduce the damage and increase the cooldown on all forms of strategic strikes if you ask me. The skill tree has like many things exasperated the problem with strategic strikes by increasing their effectiveness and allowing people to carry more. Definately needs to be looked at. I think the damage needs to be reduced, cooldown increase, and cost increased.

#28 Roadbuster

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Posted 09 August 2017 - 06:04 AM

Slowmotion artillery....

Posted Image

would look cool indeed Posted Image

#29 Admiral-Dan

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Posted 09 August 2017 - 06:43 AM

The air/arti strike spam since the increase to 5 consumables is getting really annoying.

#30 LowSubmarino

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Posted 09 August 2017 - 07:56 AM

In short...if you dont want to get dominated by now very effective bombs and via skill tree enhanced double bombs dont play like the average, blind, oblivious, slow pug player.

In general it is exponentially more risky in average, bad and skillless pug teams to run slow heavies and assaults and then stand around in tightly packed, confused, into each other bumping pseudo-formations and wait or poke.

Play like that, be stationary, be slow, be clustered up, be immobile and you will get bombs dropped on your head all the time.

Use faster, mobile mechs, reposition, stay mobile, always and repeatedly check your sides, your back.

Always.

Cause mechs will close in from those areas. Your flanks and your back and some will even redsmoke you from the front and even from far away. Standing there like the average, bad, skillless cannonfodder pug player and you will loose 10 - 20 - 30 % of your armor without even seeing or engaging any enemy. A tiny little locus will bombard you and you wont haven even seen him.

As I said. Playing immobile mechs and loadouts or using immobile playstyles or being slow in pug teams is very risky especially if you are an average or below than average pilot.

The arty bombs are hilariously op but they also teach you a valuable lesson if you understand how the bombardment works.

If you stay in zoom you wont see the red smoke in 9 out of 10 times.

If you stay around one location and are already piloting a slow mech you are the primary target or bombers.

If you - like basically all puggers I see - cluster up with the main group you are the absolut primary target of each and every bomber on the map.

Whenever I run my shadowcat bomber or cheetah bomber this is the first thing I do each and every time unless im the only ecm or decide to cover my teams proximity.

Whenever I venture out I go straight or as directly as possible via cover to the enemy main cluster (and I know they are way too clsoe together and perfect bombardment targets as they are way, way too close together) and hit them first with one arty bomb then wait behind cover and launch the second.

Its quite effective cause you significantly reduce armor on a large number of mechs.

If you play like that....you will be and continue to be the easiest bomber target.

So be smarter than the average, skillless, not very smart pug player.

Simply dont play like that.

Its qutie easy to avoid it if you wont present an easy target.

#31 FireStoat

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Posted 09 August 2017 - 08:57 AM

feedback@mwomercs.com

Send an Email to the above address and explain in four sentences or less why you feel the increase in Airstrikes / Artillery is detrimental to the game. Feel free to list maps & modes the changes have been felt the most for making the game not much fun for you. Then pledge that you will not be making any future purchases until the matter has been reviewed and changes made.

Talking about it on the forums will get you nowhere. Doing the above might, especially if you cancel an order to go with the mail.

Edit - to the above players saying "change your playstyle", that simply doesn't apply to players using heavy Assault mechs. PGI just released the Annihilator and Kaiju KGC hero and guess what? They can do absolutely nothing to avoid a strike coming from an angle they are unaware of due to it going off 3-4 seconds later. PGI is flat up telling players not to buy or use those mechs.

Edited by FireStoat, 09 August 2017 - 08:59 AM.


#32 Mystere

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Posted 09 August 2017 - 10:12 AM

View PostRoadbuster, on 09 August 2017 - 06:04 AM, said:

Slowmotion artillery....

Posted Image

would look cool indeed Posted Image


Fire! Big ball of fire!

Gasp!

Gasp!

#33 Dr Hobo

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Posted 09 August 2017 - 10:25 AM

View Postoneda, on 09 August 2017 - 07:56 AM, said:

In short...if you dont want to get dominated by now very effective bombs and via skill tree enhanced double bombs dont play like the average, blind, oblivious, slow pug player.

In general it is exponentially more risky in average, bad and skillless pug teams to run slow heavies and assaults and then stand around in tightly packed, confused, into each other bumping pseudo-formations and wait or poke.

Play like that, be stationary, be slow, be clustered up, be immobile and you will get bombs dropped on your head all the time.

Use faster, mobile mechs, reposition, stay mobile, always and repeatedly check your sides, your back.

Always.

Cause mechs will close in from those areas. Your flanks and your back and some will even redsmoke you from the front and even from far away. Standing there like the average, bad, skillless cannonfodder pug player and you will loose 10 - 20 - 30 % of your armor without even seeing or engaging any enemy. A tiny little locus will bombard you and you wont haven even seen him.

As I said. Playing immobile mechs and loadouts or using immobile playstyles or being slow in pug teams is very risky especially if you are an average or below than average pilot.

The arty bombs are hilariously op but they also teach you a valuable lesson if you understand how the bombardment works.

If you stay in zoom you wont see the red smoke in 9 out of 10 times.

If you stay around one location and are already piloting a slow mech you are the primary target or bombers.

If you - like basically all puggers I see - cluster up with the main group you are the absolut primary target of each and every bomber on the map.

Whenever I run my shadowcat bomber or cheetah bomber this is the first thing I do each and every time unless im the only ecm or decide to cover my teams proximity.

Whenever I venture out I go straight or as directly as possible via cover to the enemy main cluster (and I know they are way too clsoe together and perfect bombardment targets as they are way, way too close together) and hit them first with one arty bomb then wait behind cover and launch the second.

Its quite effective cause you significantly reduce armor on a large number of mechs.

If you play like that....you will be and continue to be the easiest bomber target.

So be smarter than the average, skillless, not very smart pug player.

Simply dont play like that.

Its qutie easy to avoid it if you wont present an easy target.



That doesn't matter when you get instaderped by it. It's instant. It's a garbage mechanic and needs to be fixed. It wasn't bad with 1 or 2. Now with 3+ it's excessive.

#34 LowSubmarino

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Posted 09 August 2017 - 11:19 AM

View PostDr Hobo, on 09 August 2017 - 10:25 AM, said:



That doesn't matter when you get instaderped by it. It's instant. It's a garbage mechanic and needs to be fixed. It wasn't bad with 1 or 2. Now with 3+ it's excessive.


no its not.

Ideally you are aware and mobile enough to hit the bomber right in their face as payment for trying to bomb you and still have enough time to evacuate the bombing zone.

But the way puggers play they are ridiculously easy targets. Way, way too stationary, never check their sides and back which you should do all the time way, way, way too clumped up which is exactly what i wanne see when i go bombing in fast mechs.

I look for clusters of big mechs. Dmg piles up and 2 bombs that land on such a cluster will significantly reduce the chances of those big mechs if they face tank other mechs that are fresher. If your team is still kidna fresh those 2 bombs alone will be absolutely significant. 8 Bombs are a game changer if they land and they kill mechs too.

Assaults will go down if your semi lucky. Most ppl reduce armor on head. Some even run XL still. With a little bit of luck you can decide the match right then and there with 4 fast mechs and 2 bombs carried by each mech.

Pug teams are way too close together on hot spots. When they meet in the middle of the map and all wait behind a ridge or in center of canyon or on platform or in front of platform on crimson etc. etc. etc.

They are so close they even hinder their movement.

Perfect targest for arty bombs.

They are actually so lethal that they can win you the game right away if a fast lance works together for 2 mins in the initial phase of the game. Can kill heavies and even assaults. It wont be rare that such a lance will kill 2 - 5 mechs no matter the weight class.

If you dont believe it.

Go and try it out.

Then come back.

#35 Brain Cancer

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Posted 09 August 2017 - 11:53 AM

Slowmotion arty? We could always go full quad laser.

These guys would help.

Posted Image

#36 MadHornet

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Posted 09 August 2017 - 02:21 PM

View PostVxheous Kerensky, on 06 August 2017 - 06:27 PM, said:


I avoid them all the time, if the smoke is directly on top of you, walk forward. If Airstrike, it'll miss you, if Arty, chances are you clear the blast radius.


I don't know about you, but I can't know there is a strike if it's OUT OF VIEW...

#37 MadHornet

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Posted 09 August 2017 - 02:55 PM

View Postoneda, on 09 August 2017 - 07:56 AM, said:

In short...if you dont want to get dominated by now very effective bombs and via skill tree enhanced double bombs dont play like the average, blind, oblivious, slow pug player.

In general it is exponentially more risky in average, bad and skillless pug teams to run slow heavies and assaults and then stand around in tightly packed, confused, into each other bumping pseudo-formations and wait or poke.

Play like that, be stationary, be slow, be clustered up, be immobile and you will get bombs dropped on your head all the time.

Use faster, mobile mechs, reposition, stay mobile, always and repeatedly check your sides, your back.

Always.

Cause mechs will close in from those areas. Your flanks and your back and some will even redsmoke you from the front and even from far away. Standing there like the average, bad, skillless cannonfodder pug player and you will loose 10 - 20 - 30 % of your armor without even seeing or engaging any enemy. A tiny little locus will bombard you and you wont haven even seen him.

As I said. Playing immobile mechs and loadouts or using immobile playstyles or being slow in pug teams is very risky especially if you are an average or below than average pilot.

The arty bombs are hilariously op but they also teach you a valuable lesson if you understand how the bombardment works.

If you stay in zoom you wont see the red smoke in 9 out of 10 times.

If you stay around one location and are already piloting a slow mech you are the primary target or bombers.

If you - like basically all puggers I see - cluster up with the main group you are the absolut primary target of each and every bomber on the map.

Whenever I run my shadowcat bomber or cheetah bomber this is the first thing I do each and every time unless im the only ecm or decide to cover my teams proximity.

Whenever I venture out I go straight or as directly as possible via cover to the enemy main cluster (and I know they are way too clsoe together and perfect bombardment targets as they are way, way too close together) and hit them first with one arty bomb then wait behind cover and launch the second.

Its quite effective cause you significantly reduce armor on a large number of mechs.

If you play like that....you will be and continue to be the easiest bomber target.

So be smarter than the average, skillless, not very smart pug player.

Simply dont play like that.

Its qutie easy to avoid it if you wont present an easy target.


I'm sorry, but you're creating a hypothetical person here; the bad pugger. You're trying to apply that to everyone's issue with strikes when the problem isn't always "you're not fast enough" or "don't do this small thing that I think you must be doing". When is "fast", fast enough? Running around a corner only to be hit by an airstrike you couldn't have predicted, and then get bombed by an arty placed on the cliff edge above you not a second after diving behind cover? Oh, clearly I must have been standing still the whole time, none of that happened I suppose, maybe I was hallucinating. MY BAD.
I suppose I was zoomed in the whole time, that must be it, yeah, I'm just awful. If I didn't zoom in, maybe I would have the ability to predict the future and not go around that corner.

The shear frequency of strikes me and other players have been experiencing is either a distracting prospect that I can only try to avoid, or a nuisance that I have to go through in order to complete the real objective of the game. Situations cannot be boiled down to "Well don't stand for any length of time" or "Constantly look around for red smoke instead of the enemy". The problem is not the mechanic of strikes, but the frequency that they occur and where they can be placed.

It's nonsense that you should be able to put smoke on the top of a building and have everyone around the building take damage without knowing it's there.

It's nonsense that everyone gets two strikes that can be placed within a measly 5 seconds of each other.

It's nonsense that you can place red smoke underneath a structure or terrain and have it bomb the surface.

They should all be immediately placed to the nearest spot on the ground if on structures, and smoke underneath a platform is instantly repositioned to the top or unable to be placed at all.

#38 Jun Watarase

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Posted 09 August 2017 - 02:58 PM

I honestly dont see what the big deal about strikes is. I see a smoke flare popoff VERY close to me? No problem, i can literally stand still and take maybe 3% damage in a 65 or 60 ton mech. Thats how weak they are.

Maybe people are getting hit by strikes buffed via skill nodes? If so, the node bonuses should be looked at, not strikes themselves.

#39 Mystere

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Posted 09 August 2017 - 03:06 PM

View PostMadHornet, on 09 August 2017 - 02:55 PM, said:

It's nonsense that you should be able to put smoke on the top of a building and have everyone around the building take damage without knowing it's there.


Please explain how this is nonsense, especially because it is entirely within the realm of the possible for the origin of the smoke to be identified in 3D space.


View PostMadHornet, on 09 August 2017 - 02:55 PM, said:

It's nonsense that everyone gets two strikes that can be placed within a measly 5 seconds of each other.


The smoke is coming from a lightweight signalling device. An automated system can lob a few smke canisters in seconds. So try again.


View PostMadHornet, on 09 August 2017 - 02:55 PM, said:

It's nonsense that you can place red smoke underneath a structure or terrain and have it bomb the surface.


This I can agree with. I can give you that. But only if the device was actually producing only smoke. Posted Image

Edited by Mystere, 09 August 2017 - 03:29 PM.


#40 Knuckles OTool

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Posted 09 August 2017 - 03:11 PM

It feels like adding 5 seconds to the delay after the smoke hits would tone them down a lot. You cant even warn people with how they are now.

Oh and dropping under hpg or on top of buildings above people is kind of mean, but i do it too when I can. It's a fun minigame.

Edited by Knuckles OTool, 09 August 2017 - 03:13 PM.






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