Whats Up With Air Strike
#1
Posted 21 August 2017 - 07:25 PM
never ready when I need to use it, ******* ready when I don't ******* need it
#2
Posted 21 August 2017 - 07:31 PM
It resets because a team mate deployed an air strike, before you did.
#3
Posted 21 August 2017 - 07:42 PM
#4
Posted 21 August 2017 - 10:40 PM
thanks
. . I know it was pissing me off, with it was ready one moment not the next, missing some great opportunity's
#5
Posted 22 August 2017 - 12:27 AM
OZHomerOZ, on 21 August 2017 - 07:31 PM, said:
It resets because a team mate deployed an air strike, before you did.
Not sure this is true anymore, given the state of arty strike spam in FP. Even if Air and Arty are on separate cooldowns, it is possible to get far more than just 2 in the 10s cd period.
Pre skill tree, I believe the statement was true though.
Edit: However, you can't do things like launch a UAV while in the basement of HPG, or while hugging some walls in grim portico/plexus (presumably some bit of it juts out over you higher up). And in those instances, UAV and Strike CD reset/are unavailable at the same time.
Not a very avid user of strikes post skill tree though (or even before), so not sure if it's possible to designate a valid location from an invalid one (such as an open air spot from the basement.... thinking it is not, to avoid supreme cheese, like everyone in the basement tagging air strikes on the ceiling)
Edited by Jingseng, 22 August 2017 - 12:31 AM.
#6
Posted 22 August 2017 - 12:50 AM
Jingseng, on 22 August 2017 - 12:27 AM, said:
Not sure this is true anymore, given the state of arty strike spam in FP. Even if Air and Arty are on separate cooldowns, it is possible to get far more than just 2 in the 10s cd period.
Pre skill tree, I believe the statement was true though.
Edit: However, you can't do things like launch a UAV while in the basement of HPG, or while hugging some walls in grim portico/plexus (presumably some bit of it juts out over you higher up). And in those instances, UAV and Strike CD reset/are unavailable at the same time.
Not a very avid user of strikes post skill tree though (or even before), so not sure if it's possible to designate a valid location from an invalid one (such as an open air spot from the basement.... thinking it is not, to avoid supreme cheese, like everyone in the basement tagging air strikes on the ceiling)
There IS a shared strategic strike cooldown for all mechs on your team.
Thing is some bring them while skilled some unskilled.
So the time it takes them to be deliverd varies and its cooldown starts the moment you triggered them.
f.e. First fellow hits Artystrike and is unskilled it takes a time to arive now and lasts a moment till all shells hit the ground, now the cooldown is halfway over and the next fellow with fully skilled arty already waits when he triggers his strike will hit much faster and lasts longer reducing the time between the two danger zones and making the last one stay longer and do more dmg.
#7
Posted 22 August 2017 - 01:04 AM
The Basilisk, on 22 August 2017 - 12:50 AM, said:
There IS a shared strategic strike cooldown for all mechs on your team.
Thing is some bring them while skilled some unskilled.
So the time it takes them to be deliverd varies and its cooldown starts the moment you triggered them.
f.e. First fellow hits Artystrike and is unskilled it takes a time to arive now and lasts a moment till all shells hit the ground, now the cooldown is halfway over and the next fellow with fully skilled arty already waits when he triggers his strike will hit much faster and lasts longer reducing the time between the two danger zones and making the last one stay longer and do more dmg.
I get that... but when I see like 4 or 5 strikes hit within the same 10 second stretch, I don't think those skill differences can account for it, not when you can't even call it in until the CD refreshes. And I don't think lag permits voice coordination to simultaneously call in (maybe it does though) to avoid one person triggering the CD just before the others.
#8
Posted 22 August 2017 - 02:01 AM
Jingseng, on 22 August 2017 - 12:27 AM, said:
Yeah that's the downside of spamming strikes, one which you don't hear about.
Your teammates are spamming strikes so much that everytime you got a nice view of 2-3 enemy mechs close together, you can't use your own strikes because someone from the team used it.
Specially in FP you really should be spamming strikes. They don't that much damage really, they irritate more, but they do some damage and they generate no heat. And the cost is about 6 nodes so it's obviously no brainer to take them.
Quote
Just to address this, yes, it's team wide timer for strikes. I assure you, you'd know if the timers were separated for each player, as in siege attack when you push in the gate, you'd get 8-12 strikes to your pushing team and you'd lose maybe 4-6 mechs just little inside the gate.
Edited by Teer Kerensky, 22 August 2017 - 02:43 AM.
#9
Posted 22 August 2017 - 03:12 AM
Jingseng, on 22 August 2017 - 01:04 AM, said:
I get that... but when I see like 4 or 5 strikes hit within the same 10 second stretch, I don't think those skill differences can account for it, not when you can't even call it in until the CD refreshes. And I don't think lag permits voice coordination to simultaneously call in (maybe it does though) to avoid one person triggering the CD just before the others.
How can u tell if an airstrike is friendly or enemy, all smoke is red
#10
Posted 23 August 2017 - 01:14 AM
#11
Posted 23 August 2017 - 04:22 AM
OZHomerOZ, on 22 August 2017 - 03:12 AM, said:
You can't. They're both dangerous, but maybe arty is more dangerous to team mates because they strike in a circle, whereas air strikes happen in a line beginning where the smoke is and continuing away from the mech that dropped it.
On an aside, a great way to use air strikes is to drop them near the top of the hill that the enemy keeps popping over. They won't see the smoke so there's a greater chance of hitting them.
Another tactic is to drop a strike and then right after it hits push on the enemy position while they are still a bit disorganized after trying to avoid the strike.
#13
Posted 23 August 2017 - 06:48 AM
#14
Posted 23 August 2017 - 12:34 PM
Teer Kerensky, on 22 August 2017 - 02:01 AM, said:
Yeah that's the downside of spamming strikes, one which you don't hear about.
Your teammates are spamming strikes so much that everytime you got a nice view of 2-3 enemy mechs close together, you can't use your own strikes because someone from the team used it.
Specially in FP you really should be spamming strikes. They don't that much damage really, they irritate more, but they do some damage and they generate no heat. And the cost is about 6 nodes so it's obviously no brainer to take them.
Just to address this, yes, it's team wide timer for strikes. I assure you, you'd know if the timers were separated for each player, as in siege attack when you push in the gate, you'd get 8-12 strikes to your pushing team and you'd lose maybe 4-6 mechs just little inside the gate.
Well, that explains why my strike is suddenly gone, lol. One interesting thing is that more people seem to be using them.
OZHomerOZ, on 22 August 2017 - 03:12 AM, said:
Simple, if it is close RUN! Mistake do get made and I've seen people drop them on themselves but if one is close, chances are, that's a bad one.
Lawrence Frans, on 23 August 2017 - 01:14 AM, said:
WAIT A SECOND. Does that only count for Air Strikes? Because I'll change to Artillery ones.
#15
Posted 23 August 2017 - 03:58 PM
LikeUntoGod, on 23 August 2017 - 12:34 PM, said:
No, they share the same cooldown too I think.
There has to be a teamwide cooldown for strikes because if you could stack them players would flank, drop 3 strikes, and instakill assault mechs.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users