You left out the part where the strategic strike changes were a swing and a miss because the people who are most complaining about them are the people who don't use any consumables as they need to save their cbills for parts and mechs, making them weaker wont help because the issue isn't their potency it is their accessibility.
Furthermore if you want to reduce the amount of strategic strikes used then remove the enhancements from the skill tree completely. Why? Because even if you can afford to use them without worrying about the cost it is still wasteful to fire off a weak version, so you put the points in to improve it and while you are unlocking it you get a second strike by default.
People would complain just as much about all the deaths and damage they take due to coolshot too, if it were as obvious the source of the damage they were taking was the result of a pay to win item and consumables are pay to win, the reason they don't complain is because they don't know the other guy essentially cheated by using an ability that was softly unavailable to them.
Strategic strikes should perhaps do less damage with an increased hit chance and longer duration, so that it is an area denial weapon, promoting movement rather than an instagib punishment on anyone who doesn't see smoke which is extremely easy to miss. When someone uses their special move, it should definitely do something but there should be no chance of basically crippling a company of mechs.
The damage patterns on airstrike and arty lead them to be used in somewhat different ways, arty with its wide and random circular pattern is not necessarily directed at a specific mech, but rather an area where as the line of an airstrike means you are more likely to direct the blast at a specific target and hope to also pick up secondary hits on other mechs as a bonus.
By increasing the flee time and reducing the bombardment time you will make artillery much less attractive vs airstrike now if you drop an arty into an area the chances of you doing anything will be greatly reduced and make using it at all questionable - it is likely the only thing you can expect to yield is movement, not direct damage so you wont get any points for your action. (This matters because the reward system shapes the actions and behaviours of the community.)
It is already a mixed bag that many of the shells from artillery will hit the smoke instead of the general area to the degree that people leave out the 'bonus' of more accurate targeting in the skill tree, with a slower deployment time this variable is even more pronounced.
When you use an airstrike it is common practice to deploy the smoke behind cover so that it is more difficult or even impossible for the target/s to avoid it therefore the deployment time increase has much less affect on airstrike and will do little to curtail its use.
Regarding other things, I welcome the range buff on mrm, don't mind particularly about the spread though it could be tightened up a little bit, I quite like that its a bit spray and pray. The speed aspect while not unwelcome presumably does make it more resistant to ams, particularly at close ranges an accelerating missile might be better than a linear speed? Though I am not sure how much this would actually change the amount of missiles destroyed?
Increasing the max number of rotary from 2 was certainly required but I do have to question why it is still limited to 3? If the 5 does double the damage and you are paying tonnage and slots for the extra accuracy and range etc. why cant you have 4? and can you even mount more than 4? should it be restricted at all? By the time you had 4 rotary 2 on your mech you would probably have invested 50 tons, with ammo, you don't want to run out and you will cook.
Sure they are fun, but they have a spool up time and require face time and attract a lot of attention and they weigh a lot and use ammo, too much ammo, I really don't think they need ghost heat as well.
Think about it, if you had 4 rotary 2 and you fire them at someone til they jam and don't shut down you will have put out about 100 damage in 5 seconds of telling everyone where you are and to shoot you in the face/leg/gun. Its not pinpoint damage, you could throw out 120 damage from mrm in a fraction of that time and go back to avoiding incoming damage while your heat dropped off and weapons reloaded.
Who is going to fit 3 rotary 2 anyway? Its a strange restriction, there must be a lot more mechs that could fit 2 guns on each side than would presumably side load 3 and have a shield arm. A centurion can have 3 but a rifleman has to use dual 5's? Why? I sorry to go on at you about this point, but the more I think about it the more insane it is, ghost heat is hugely unpopular but necessary artificial restriction shoe horned into the game to fix the garbage design that some dude pulled out of a hat a million years ago for a fancy board game with pencils and dice, to stop every non cannon mech being a heatsink shaped medium laser battery with legs. Why would you ever give anything ghost heat unless it was absolutely vital? Its not a cool and inspirational balancing tool that other people will copy, its salty garbage we have to endure because we don't have anything better yet. For the love of all systems being nominal don't use it willy nilly.
and fyi the last time I used an ultra 10 (skill tree perked but not mech perked) it jammed every single time I tried to fire it. Is there finesse to ultras? or is it just rng? I don't like to complain about rng so I would be ok with being told to stop mashing my keyboard like that angry German kid but even so mech jam chance quirks should be a boon not a base requirement for using the weapon. Surely jam chance should increase the more Picard flies the enterprise apart (dammit) not just lock up like a prison warden every time your cat looks at the space bar.
Guffrus
they are right, play the game and not all together on VoIP, individually into match maker over and over until you sigh at the first sight of the nascar and throw another game into the urbie.
Edited by Guffrus, 19 September 2017 - 02:18 PM.