

Something Needs To Be Done About The Strike Meta
#21
Posted 27 August 2017 - 12:52 PM
#22
Posted 27 August 2017 - 02:16 PM
#23
Posted 27 August 2017 - 02:44 PM
#24
Posted 27 August 2017 - 03:10 PM
The spamming has a downside that seems to go unnoticed: pilots expose their mechs to drop a strike, but another pilot on the team used his chance. So, aiming at the place where the strike is supposed to go, the pilot can't place the strike nor shoot the enemy, but instead gets hit by the enemy team.
#25
Posted 27 August 2017 - 04:10 PM
Either you don't and have a disadvantage, meaning you have to grind more, or you do, and the cost of the strikes also means you have to grind more, and since you grind more, you play more and MWO has more people on longer.
They won't slow things down or nerf them because this would counter the entire idea- making spending C-bills as obviously a "win condition" as possible to slow down C-bill accumulation.
#26
Posted 27 August 2017 - 04:25 PM
I think the people who complain just can't afford to use them. Personally for me they are not highly effective but I can afford them so why not. They allow sometimes really nice "bombs" to large groups of enemies, but they often miss a lot, and also you often drop a strike on two enemies and then some bloody friendly Timber Wolf jumps right at them resulting you a nice 200 team damage. Or 500 if it happens twice.
The damage numbers can sometimes look big but alot of it is so spread around it doesn't help that much, and damage alone is not worth much cbills. If people would use them themselves they would notice it.
Of course skill is related too, the better you are, the better you can sqeeze out of those strikes.
#27
Posted 27 August 2017 - 04:28 PM
Teer Kerensky, on 27 August 2017 - 04:25 PM, said:
I think the people who complain just can't afford to use them. Personally for me they are not highly effective but I can afford them so why not. They allow sometimes really nice "bombs" to large groups of enemies, but they often miss a lot, and also you often drop a strike on two enemies and then some bloody friendly Timber Wolf jumps right at them resulting you a nice 200 team damage. Or 500 if it happens twice.
The damage numbers can sometimes look big but alot of it is so spread around it doesn't help that much, and damage alone is not worth much cbills. If people would use them themselves they would notice it.
Of course skill is related too, the better you are, the better you can sqeeze out of those strikes.
I could lose money every match for a year and be fine. However I recognize that strikes are lazy game design, that consumables in general just trade away good gameplay for a cbill sink.
They're like in game DLC stuff. It's cheap and the game suffers overall, it rewards laziness.
#28
Posted 27 August 2017 - 04:37 PM
Teer Kerensky, on 27 August 2017 - 04:25 PM, said:
I think the people who complain just can't afford to use them. Personally for me they are not highly effective but I can afford them so why not. They allow sometimes really nice "bombs" to large groups of enemies, but they often miss a lot, and also you often drop a strike on two enemies and then some bloody friendly Timber Wolf jumps right at them resulting you a nice 200 team damage. Or 500 if it happens twice.
The damage numbers can sometimes look big but alot of it is so spread around it doesn't help that much, and damage alone is not worth much cbills. If people would use them themselves they would notice it.
Of course skill is related too, the better you are, the better you can sqeeze out of those strikes.
I can easily afford to use strikes left and right; I'm already blowing 120k per match on coolshots and a single strike.
I think they are a trash-tier mechanic simply because they can be ripped out with only the smallest of pauses, because they absolutely decimate lighter 'Mechs that can't possibly know that a strike is inbound, because Assaults can't get out of the way even if they wanted to, and because it takes no real effort to use. See group, hit button, roll in the dough.
#29
Posted 27 August 2017 - 04:40 PM
DrSaphron, on 27 August 2017 - 08:40 AM, said:
I'd say GET GUD but that doesn't actually help. Learn your positioning, know the maps, know your mechs, and communicate with your team!
He did not have an issue per se avoiding strikes, he was complaiinng about the amount of them and the effect they have on the fun.
#30
Posted 27 August 2017 - 04:49 PM
Teer Kerensky, on 27 August 2017 - 04:25 PM, said:
I think the people who complain just can't afford to use them. Personally for me they are not highly effective but I can afford them so why not. They allow sometimes really nice "bombs" to large groups of enemies, but they often miss a lot, and also you often drop a strike on two enemies and then some bloody friendly Timber Wolf jumps right at them resulting you a nice 200 team damage. Or 500 if it happens twice.
The damage numbers can sometimes look big but alot of it is so spread around it doesn't help that much, and damage alone is not worth much cbills. If people would use them themselves they would notice it.
Of course skill is related too, the better you are, the better you can sqeeze out of those strikes.
has nothing to do with people not being able to use them.
problem is there are too many and they are simply just too easy to deploy. Its pretty tiring when you see one after another after another after another after another ager another....over and over and over until all 24 are used up.
#31
Posted 27 August 2017 - 04:51 PM
If there was, say a minute between strikes-how many would likely go off in a given game?
MWO wants everyone with strikes to smoke em if they got em so they spend. Thus the short cooldown and chain bombardment.
#32
Posted 27 August 2017 - 05:08 PM
On the one hand, I am always of the opinion do not get mad, get even. In other words, if strikes are so strong, why complain? Just learn to use them.
On the other hand, it is kinda ridiculous. The amount of damage you put out with twin fully upgraded strikes is pretty nuts, especially considering they take up no space, generate no heat, have no range cap.
I think the best call right now would be to limit twin strikes to just light mechs. Especially since lights have been beaten down pretty hard in the meta for the past several months.
#33
Posted 27 August 2017 - 09:36 PM
Either you don't and have a disadvantage, meaning you have to grind more, or you do, and the cost of the strikes also means you have to grind more, and since you grind more, you play more and MWO has more people on longer.
They won't slow things down or nerf them because this would counter the entire idea- making spending C-bills as obviously a "win condition" as possible to slow down C-bill accumulation."
Exactly this. I rarely used strikes before the skill tree dropped. Didn't really like them. But times change and I found that to be competitive you need to bring them. Now I carry 2 mandatory on my light mechs. When you have a fast mech with ECM (say, ACH), its so easy to get behind the enemy and start busting them up with strikes. My dmg is waaayyy up on my ACH since I started carrying them, but it has little to do with me being a better player. I generally only have two consumable slots on my heavier mechs, but on the lights I do three, so I am spending more c-bills too (120mil in the bank it really doesn't matter).
But in case it wasn't clear, I favor a return to older days when it comes to strike mechanics. 1 strike max, longer cooldowns, or fewer improvements available through the skill tree. Or all of the above.
Edited by SFC174, 27 August 2017 - 09:38 PM.
#34
Posted 27 August 2017 - 10:45 PM
Problem is that for heavier mechs, it is harder to escape. They should make the red smoke more prominent and have a longer lead time before the strike hits. Or maybe have an audio clip that goes, "airstrike / arty incoming on your location".
That will allow the strikes to still break campers but at same time allow people to run when needed or face the consequences.
#35
Posted 27 August 2017 - 11:06 PM
Gaden Phoenix, on 27 August 2017 - 10:45 PM, said:
Problem is that for heavier mechs, it is harder to escape. They should make the red smoke more prominent and have a longer lead time before the strike hits. Or maybe have an audio clip that goes, "airstrike / arty incoming on your location".
That will allow the strikes to still break campers but at same time allow people to run when needed or face the consequences.
camping/hiding/shielding is what makes MWO an MWO
if you want CoD on mechs there is Hawken
#36
Posted 27 August 2017 - 11:09 PM
An Innocent Urbie, on 27 August 2017 - 11:06 PM, said:
camping/hiding/shielding is what makes MWO an MWO
if you want CoD on mechs there is Hawken
Hawken is a bad game fyi. Never recommend it to anyone.
Camping is all well and good but you then need to have a counter and that is strikes. Shielding and Hiding are great but come on, do you actually like to play a game when for 10 out of that 15 minutes all you do is camp camp camp?
Games are build on scissor paper stone, aka for every thing there is a counter. And I do not see why strikes cannot be a counter to everyone's fav meta of camping.
So now is PGI only supposed to nerf things we do not like?
#37
Posted 27 August 2017 - 11:21 PM
Strikes are essentially freebies.
#38
Posted 27 August 2017 - 11:28 PM
Gaden Phoenix, on 27 August 2017 - 11:09 PM, said:
Hawken is a bad game fyi. Never recommend it to anyone.
Camping is all well and good but you then need to have a counter and that is strikes. Shielding and Hiding are great but come on, do you actually like to play a game when for 10 out of that 15 minutes all you do is camp camp camp?
Games are build on scissor paper stone, aka for every thing there is a counter. And I do not see why strikes cannot be a counter to everyone's fav meta of camping.
So now is PGI only supposed to nerf things we do not like?
so what is the counter for strikes? CBILLS?
#39
Posted 27 August 2017 - 11:39 PM
#40
Posted 27 August 2017 - 11:45 PM
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