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Please Slow Down Artillery
#1
Posted 06 August 2017 - 11:29 AM
#2
Posted 06 August 2017 - 11:40 AM
"Free" damage for Cbills is like crack *******. It means people grind slower, which means more people stay in the game longer periods.
That is, until bad gameplay makes them leave entirely. But that's all systems nominal.
Edited by Brain Cancer, 06 August 2017 - 11:40 AM.
#3
Posted 06 August 2017 - 01:38 PM
Devils Advocate, on 06 August 2017 - 11:29 AM, said:
Don't poke the same place twice, don't stand behind the same cover twice. learn to move horizontally, you'll avoid many strikes this way
#4
Posted 06 August 2017 - 01:51 PM
#5
Posted 06 August 2017 - 03:17 PM
Vxheous Kerensky, on 06 August 2017 - 01:38 PM, said:
Don't poke the same place twice, don't stand behind the same cover twice. learn to move horizontally, you'll avoid many strikes this way
This doesn't help when people place strikes behind you, on the edges of buildings, or directly on you. By the time you see it, anything heavier than 45 tons cannot accelerate fast enough to get out of the way. It doesn't even take being in the same place twice for this to happen.
#6
Posted 06 August 2017 - 03:20 PM
#7
Posted 06 August 2017 - 03:24 PM
#8
Posted 06 August 2017 - 04:10 PM
Brain Cancer, on 06 August 2017 - 11:40 AM, said:
"Free" damage for Cbills is like crack *******. It means people grind slower, which means more people stay in the game longer periods.
Which brings up my question of why they're not more expensive. I was in a skirmish 11-1 when someone tried to drop a strike on the last mech on the other team. He really did not care about those 40,000
#9
Posted 06 August 2017 - 04:19 PM
LordBraxton, on 06 August 2017 - 03:24 PM, said:
Exactly, it might have been forgiven if it was actually fun mechanic but quite the opposite on both ends. It reminds me of Modern Warfares predator missile. 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). All this mechanic gives is ability to deal immense damage to any mech at anytime with no downside.
InfinityBall, on 06 August 2017 - 04:10 PM, said:
All that would do is restrict them to premium players, which makes the mechanic even more Pay2Win.
#10
Posted 06 August 2017 - 04:36 PM
Is there some concerted effort going on right now to grind PGI down, get them weak-kneed, and thus forcing them to finally capitulate?
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/ohmy.png)
Edited by Mystere, 06 August 2017 - 04:44 PM.
#11
Posted 06 August 2017 - 05:02 PM
Require TAG or NARC or CC or TC or WXYZ, whatever. Put a goddamned destructible artillery piece on the map, or allow the bomber to be shot down, so that there's a counterplay beyond "don't get hit." Hell, allow strikes to be called in on the source of the enemy's strikes (in the real world that's known as counter-battery fire). Make the shells follow a ballistic trajectory so that using strikes requires some consideration for physics. Vary the strike delay based on where the strike is targeted to account for projectile travel time (ie closer to friendly spawn = faster strikes, closer to enemy spawn = strikes take longer to arrive after called in).
The current mechanic is bad. Bad mechanics need to be changed or removed where possible. It is possible to change or remove the mechanic... therefore one or the other should happen. The very last thing that should have happened was PGI doubling down on it by allowing more than one per player again.
Down with magic infinite-range teleporting smokebombs.
Up with literally anything else.
#12
Posted 06 August 2017 - 05:13 PM
#13
Posted 06 August 2017 - 05:16 PM
El Bandito, on 06 August 2017 - 05:13 PM, said:
That's the point. They want you to push that button till it milks your C-bills dry and not even have much time to think about it.
#14
Posted 06 August 2017 - 05:20 PM
Brain Cancer, on 06 August 2017 - 05:16 PM, said:
Doesn't have to be that way. Coolshot cooldown is at least 20 seconds. Strike should be the same--in fact players should petition Russ about it.
#15
Posted 06 August 2017 - 05:31 PM
El Bandito, on 06 August 2017 - 05:20 PM, said:
Doesn't have to be that way. Coolshot cooldown is at least 20 seconds. Strike should be the same--in fact players should petition Russ about it.
But how will everyone get to use all their strikes if the timer isn't so short? After all, they can carry so many. Coolshots aren't slaved to a global cooldown, after all.
Never mind if it's good for anything. Spam those strikes, spend those C-bills!
#16
Posted 06 August 2017 - 05:42 PM
Basically, arty strikes might not hit the target at all, and people can get out of them because they deploy over several seconds. Airstrikes give you no warning whatsoever unless you see the smoke the instant it drops, and even then that might not be enough to get out of the line of fire.
Still, both are in a bad spot. There needs to be a range cap for using them, it needs to take longer for them to deploy, there needs to be a longer global cooldown, and the 'shots' need to be interdicted by terrain where relevant as if they were actually shells on ballistic arcs or bombs dropped from a specific direction instead of magically appearing on the ground.
If you see the smoke within 3-4s of it being dropped, you should reasonably be able to get clear with little/no damage taken. If you don't see the smoke but have frontal/overhead cover in the direction it was deployed from, you should be safe. Basically they should only be reliable against people standing in the open in the same place for 5-6 seconds after deployment-it still punishes campers and encourages players to not cluster up or hover in place, but stops working as zero-effort free damage whenever you see someone who isn't looking at you that isn't a light moving at full speed.
#17
Posted 06 August 2017 - 06:27 PM
MadHornet, on 06 August 2017 - 03:17 PM, said:
This doesn't help when people place strikes behind you, on the edges of buildings, or directly on you. By the time you see it, anything heavier than 45 tons cannot accelerate fast enough to get out of the way. It doesn't even take being in the same place twice for this to happen.
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.
#18
Posted 06 August 2017 - 06:32 PM
#19
Posted 06 August 2017 - 06:43 PM
Edited by Devils Advocate, 06 August 2017 - 06:45 PM.
#20
Posted 07 August 2017 - 04:47 AM
Put it at the feet of an Assault/Heavy who isn't moving, and they are probably going to take a lot of damage before they can move anywhere.
Personally, I feel like this shouldn't happen without any sort of counter - Give 12 players the ability to do this 2 times each...and well, your assault lance can be gone before they even get to fire a shot.
I do think a slight activation delay would be in order - just to give players a CHANCE to get out of the way.
Second option: incorporate a longer time before usable/longer cooldown - by the time you first run into the enemy it's available. How about making it useable several minutes into actual combat - or start the cooldown when first spotting the enemy instead of at the start of the round. If there are more than one strike, lengthen the cooldown so you can't drop one after the other in such a fast rate.
Third option: make the damage more localized - splash radius reduced of individual bombs (without skills)
less random, focus shots near smoke, less near edges
Edited by Gristle Missile, 07 August 2017 - 05:30 AM.
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