Artillary And Airstrikes Way To Powerful Now
#1
Posted 30 October 2017 - 04:29 PM
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
Posted 30 October 2017 - 04:34 PM
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
Posted 30 October 2017 - 04:42 PM
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
Posted 30 October 2017 - 04:46 PM
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
Posted 30 October 2017 - 04:50 PM
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.
#7
Posted 30 October 2017 - 05:01 PM
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
Posted 30 October 2017 - 05:28 PM
#9
Posted 30 October 2017 - 07:22 PM
#10
Posted 30 October 2017 - 08:36 PM
Dakota1000, on 30 October 2017 - 04:42 PM, said:
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
Posted 30 October 2017 - 11:18 PM
Asym, on 30 October 2017 - 04:46 PM, said:
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
Posted 31 October 2017 - 12:16 AM
Asym, on 30 October 2017 - 04:46 PM, said:
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
Posted 31 October 2017 - 12:19 AM
Asym, on 30 October 2017 - 04:46 PM, said:
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
Posted 31 October 2017 - 05:22 AM
#15
Posted 31 October 2017 - 05:54 AM
Nighthawk513, 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. 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
Posted 31 October 2017 - 05:58 AM
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
Posted 31 October 2017 - 07:28 AM
The Cyberserker, on 30 October 2017 - 11:18 PM, said:
You lost all credibility with that statement.
#18
Posted 31 October 2017 - 08:56 AM
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
Posted 31 October 2017 - 09:38 AM
Quote
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
Posted 31 October 2017 - 09:41 AM
Asym, on 31 October 2017 - 05:58 AM, said:
Hah, says the guy who is scared of potential "elite farmers" in 8v8.
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