Jump to content

Artillary And Airstrikes Way To Powerful Now


37 replies to this topic

#1 FearThePaladin

    Member

  • PipPipPipPipPip
  • Guillotine
  • Guillotine
  • 119 posts

Posted 30 October 2017 - 04:29 PM

I just played a match and was driving a mauler. My armor is 558 points for the whole mech. In the first two minutes of play before taking a single round of enemy direct fire, I was hit with two artilary strikes and one air strike.

My percentage of mech health was brought down with the first artillary strike to 93 percent, with the air strike it dropped to 80 percent and the final artillary strike had my mech down to 65 percent.

This is all before actually engaging the enemy. A drop of 35 percent to my mech meant a combined damage of almost 200 points to the whole mech.

I am sorry but something MUST BE DONE to address this. I was still able to kill two mechs but for me the overly powerful strikes almost took all the fun from that match.

I do not mind taking a hit or two from Artillary but when there is so much around and when its so powerful that you are at 65 percent before even meeting the enemy in battle???

I remember when artillary and airstrikes were a nusance now its just too much. There needs to be a balance.

#2 N0ni

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 2,357 posts
  • LocationIn a GTR Simulator Cockpit

Posted 30 October 2017 - 04:34 PM

How much back armor do you have? If you have a low amount then just one strike can take out the armor and start going for internals, the following strikes being much more devastating to your health percentage (which i assume with the third it was hitting internals at that point for such a significant drop in %).

Strikes take longer for shells to drop, staying in one spot is bad for your health (regardless if you see a strike or not).

#3 Champion of Khorne Lord of Blood

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,806 posts

Posted 30 October 2017 - 04:42 PM

So you managed to get hit my 3 strikes in a row and then still killed 2 enemies. It honestly seems the strikes are pretty worthless, their damage just spread to all your components without crippling you and you proved it that match by still taking out two players.

How are you even managing to get hit once, much less 3 times in a row before even meeting the enemy, with the nerfs that strikes have gone through?

Sounds like we need to buff strikes to be honest.

#4 Asym

    Member

  • PipPipPipPipPipPipPipPipPip
  • Nova Captain
  • 2,186 posts

Posted 30 October 2017 - 04:46 PM

Too powefull? Good grief, in real life there is no warning...........all of a suddem boom...game over man.
Warfare isn't fair, balanced nor simple: git GuD and don't stop moving.

(of course, this is tounge and cheek humor and not srious because I can't tell anyone to get Gud lol)

Edited by Asym, 30 October 2017 - 04:46 PM.


#5 Nighthawk513

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 234 posts

Posted 30 October 2017 - 04:50 PM

Just let AMS shoot down some of the shells.
Also, It is fairly easy to drop a Airstrike where the victim won't see the smoke. 200 meter long strike zones completely filled with bombs are a very dumb idea.

#6 N0ni

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 2,357 posts
  • LocationIn a GTR Simulator Cockpit

Posted 30 October 2017 - 05:00 PM

View PostNighthawk513, on 30 October 2017 - 04:50 PM, said:

Also, It is fairly easy to drop a Airstrike where the victim won't see the smoke.

All the more reason not to pitch a tent and roast marshmallows.

#7 Iron Heel

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 255 posts
  • LocationMy private booth in the Restaurant At The End Of The Universe

Posted 30 October 2017 - 05:01 PM

It seems to me that who ever was calling in strikes was picking the right target..
I pick large, slow movers that stop frequently, and when bunched up, I pop smoke on the top of the tallest ones head for maximum wheredafuck!?!? effect.

Edited by Iron Heel, 30 October 2017 - 05:02 PM.


#8 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 30 October 2017 - 05:28 PM

Spam Russ' Twitter. Posting here wont help one bit. https://twitter.com/russ_bullock

#9 XDevilsChariotX

    Member

  • PipPipPip
  • The Demon
  • The Demon
  • 94 posts
  • LocationEarth

Posted 30 October 2017 - 07:22 PM

I'm glad the strikes are not as bad as they once were. If your in a slow moving assault, they sure can be a pain in the butt. In my opinion they should be removed from the game. Anything that can give pretty much free damage should not be in a shooter, just like guided missles.

#10 Trissila

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 439 posts

Posted 30 October 2017 - 08:36 PM

View PostDakota1000, on 30 October 2017 - 04:42 PM, said:

How are you even managing to get hit once, much less 3 times in a row before even meeting the enemy, with the nerfs that strikes have gone through?


Because, with teams being able to carry up to 24 strikes for zero-tonnage, zero-crit, zero-heat, zero-risk damage and basically for free, people slap that "gimme free score" button the moment they see red.

And in a mauler, you do not have the agility to avoid a strike unless it was placed EGREGIOUSLY poorly.

#11 The Cyberserker

    Member

  • PipPip
  • Bridesmaid
  • 38 posts

Posted 30 October 2017 - 11:18 PM

I was in a game today where air strikes wiped out almost my entire team. They were all lined up and the enemy dropped multiple air strikes simultaneously. In another game yesterday my locust got blocked in by another player and couldn't move out of the way, so I got 1 shotted by an air strike.

View PostAsym, on 30 October 2017 - 04:46 PM, said:

Too powefull? Good grief, in real life there is no warning...........all of a suddem boom...game over man.
Warfare isn't fair, balanced nor simple: git GuD and don't stop moving.

(of course, this is tounge and cheek humor and not srious because I can't tell anyone to get Gud lol)


In real life you don't respawn. By your logic getting a mech destroyed should delete it. If you don't eject your character in time it deletes your whole account. Realism almost never makes for good game design. Try to refrain from using it as a justification.

Edited by The Cyberserker, 30 October 2017 - 11:37 PM.


#12 visionGT4

    Member

  • PipPipPipPipPipPip
  • The Formidable
  • The Formidable
  • 313 posts

Posted 31 October 2017 - 12:16 AM

View PostAsym, on 30 October 2017 - 04:46 PM, said:

Too powefull? Good grief, in real life there is no warning...........all of a suddem boom...game over man.
Warfare isn't fair, balanced nor simple: git GuD and don't stop moving.

(of course, this is tounge and cheek humor and not srious because I can't tell anyone to get Gud lol)


The difference is, this aint real life

in RL the ground commander has ways of countering the Artillery, Rocket & Mortar threat

incapacitation of the opFor's FO
disruption of the fire 'net' between the FLOT and battery CP's
counter battery fire be it tube, missile or fixed/rotary wing aviation

In MWO its just a case of aligning your crosshair pixels on top of enemy pixels and pressing a button for guaranteed steel on target delivered by an invulnerable delivery system.


RL f0 realz, game f0 funz

Edited by visionGT4, 31 October 2017 - 12:17 AM.


#13 YueFei

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,184 posts

Posted 31 October 2017 - 12:19 AM

View PostAsym, on 30 October 2017 - 04:46 PM, said:

Too powefull? Good grief, in real life there is no warning...........all of a suddem boom...game over man.
Warfare isn't fair, balanced nor simple: git GuD and don't stop moving.

(of course, this is tounge and cheek humor and not srious because I can't tell anyone to get Gud lol)


The red smoke is a bit ridiculous and suspension-of-disbelief-breaking (giant robots notwithstanding), but I just want to point out that in real life, C-RAM systems can detect and shoot down incoming rockets and mortar rounds, and we have systems that can back-plot the incoming rounds back to their launch points.

Probably shouldn't have any red smoke at all (how the heck does it just instantly appear where you aim it???), but mechs should have an early warning of incoming artillery or bombs, same as for incoming LRMs. The flight time of the artillery and bombs should be dependent on the distance to nearest artillery battery / airbase.

And it'd be cool if those artillery pieces and the air base were assets on the map which can be attacked and destroyed, preventing a team from further using any strikes.

#14 Bigbacon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,096 posts

Posted 31 October 2017 - 05:22 AM

its been too powerful for ages but all this did was make it ever so slightly longer to deploy the next one which didn't do anything to resolve the issue that everyone complained about with them.

#15 Athom83

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 2,529 posts
  • LocationTFS Aurora, 1000km up.

Posted 31 October 2017 - 05:54 AM

View PostNighthawk513, on 30 October 2017 - 04:50 PM, said:

Just let AMS shoot down some of the shells.
Also, It is fairly easy to drop a Airstrike where the victim won't see the smoke. 200 meter long strike zones completely filled with bombs are a very dumb idea.

Yet simply turning a few degrees and holding w for a second will take you out of that line of bombs, completely negating it. And before you say "wah, but assaults can't do that", yes they can, I do it all the time in my Atlas.

#16 Asym

    Member

  • PipPipPipPipPipPipPipPipPip
  • Nova Captain
  • 2,186 posts

Posted 31 October 2017 - 05:58 AM

Oh good grief, let's just attach metal sticks to the mechs arms and beat each other into pieces....

If anything, strikes should be un-announced because you just wouldn't see them coming UNLESS someone has the electronic systems to detect them; i.e. a targeting computer, with AMS (because it has a threat IFF module) and ARTEMIS installed... Then, and only them should you hear "incoming"....... Geeze, let's just be bumper cars because they are fairer and safer to use...
Sorry, it's geting hard to play a combat game everyone wants to be fair, and balanced and reasonable and safe....in a world where "all plans fail on contact with the enemy..." and end up in mass confusion where the people that win are the ones who have a combine arms load-out and superior leadership.....

#17 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 31 October 2017 - 07:28 AM

View PostThe Cyberserker, on 30 October 2017 - 11:18 PM, said:

I was in a game today where air strikes wiped out almost my entire team. They were all lined up and the enemy dropped multiple air strikes simultaneously. In another game yesterday my locust got blocked in by another player and couldn't move out of the way, so I got 1 shotted by an air strike.


You lost all credibility with that statement.

#18 ocular tb

    Member

  • PipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 544 posts
  • LocationCaught Somewhere in Time

Posted 31 October 2017 - 08:56 AM

Yesterday it took me about 5 tries to drop an air strike because everyone else on my team was spamming the strike button too. As soon as the cooldown was over another strike was dropped... over and over. Despite the increased cooldown I don't think it's done much to stop players from carrying them.

Do they need damage reduction? Perhaps. I'd rather they just get rid of them. Mech-on-mech fighting is fun when strikes aren't a factor. Strikes just feel cheap. I do spam them though because I want them gone or at least significantly nerfed so they're not much of a factor and the only way that'll happen is to abuse them. That's what I do. I suggest everyone do the same and maybe things will change.

#19 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 31 October 2017 - 09:38 AM

Quote

I'd rather they just get rid of them


Id be okay with consumable arty/airstrikes being removed.

But I would like to see Arrow IV added to the game as a mech-equipped artillery weapon.

Add the Naga and Catapult-3 to the game with hardwired arrowIV (they would be the only two mechs that could use it and the arrowIV would be hardwired and couldnt be removed)

#20 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 31 October 2017 - 09:41 AM

View PostAsym, on 31 October 2017 - 05:58 AM, said:

Sorry, it's geting hard to play a combat game everyone wants to be fair, and balanced and reasonable and safe....in a world where "all plans fail on contact with the enemy..." and end up in mass confusion where the people that win are the ones who have a combine arms load-out and superior leadership.....


Hah, says the guy who is scared of potential "elite farmers" in 8v8.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users