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Strikes Are Out Of Control


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#61 Khobai

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Posted 06 November 2017 - 09:20 AM

Another idea would be to have strikes be strategic assets for each team. Along with other strategic assets like satillite scans, ammo resupplies, etc... each time you deployed a strategic asset it would cost you a strategic asset point and each team might be limited to say 5-6 points per game. The points could even recharge when certain objectives are achieved. For example, destroying one of the mobile field bases on domination might give you back 1 strategic asset point.

And if you wanted to use a strategic asset, the commanders and lance leaders would have to give permission for players on the team to use it. Like when you requested to use it theyd have to press a key to authorize its use.

Each mech could also carry one strike (but not two) as a consumable too. That would cut down on the strike spam and add more strategic level stuff for commanders/lance leaders to do.

Edited by Khobai, 06 November 2017 - 09:27 AM.


#62 PurplePuke

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Posted 06 November 2017 - 09:23 AM

Strikes are awesome and fun. Stop whining. Leave them alone.

#63 Ghogiel

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Posted 06 November 2017 - 09:35 AM

Individually it's obvious why players don't like them, because getting struck twice will leave a heavy at like 65% which sucks. some people think they don't take skill or it's always they got hit with " a lucky strike" as if someone was trying to nail them, and the fact you'll see everyone taking 2 if they think there are going to be any significant trades in the match all on one hand not being able to argue with results you will see from say SSRMs next month in the finals.

That being said, I don't disagree with that, I still like the pressures they bring in team play>

if your team is too passively peeky and just want to trade from a very simple positioning without much team dynamic> ie want to clump up in ways any noob team could understand, copypasta and then manage or just play hide warrior and camp control parts of the maps, you'll get rekt by them. Which is great imo.

So you must change your gameplay to mitigate their effect in the current meta> that change is pretty much all positive for the trading gameplay.

It creates an type of urgency where in you know both teams are going to be bleeding health and you must make sure your team stays ahead of that curve as well as out play the other team in the regular fashion. You can see a lot of matches where well timed strikes have punished teams for their positioning for being too passive, badly positioned or making badly timed movements.

#64 Alcom Isst

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Posted 06 November 2017 - 09:44 AM

View PostTeer Kerensky, on 06 November 2017 - 09:06 AM, said:

I use strikes because I can, not because I have some weird sosial pressures to do what others do.

So just my reason without an extra step.
"Strikes are super good therefore I use them"
vs
"Strikes are super good therefore everyone else is using them therefore I use them"

Like I want a good excuse to not use airstrikes. I don't have one.

#65 QuePan

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Posted 06 November 2017 - 10:27 AM

Plain and simple strikes are just as bad at Padding damage as LRMs that all the COMP players complain about , you cant complain about that LRM assault that manages 800+ damage as just Spreading damage , then justify strike use which pads and spreads damage in the same way with the exception it has unlimited RANGE
If you complain about LRMS but use STRIKES your are a HYPOCRITE in my book

Strikes are a broken mechanic ,you can indeed strike from across the map , the only defense is seeing the smoke and having a fast enough mech to get out of the way . and now you can place the smoke above and below a target where they cant see it as well , there is no warning . there needs to be a better system for detection then just the smoke visuals . how does a air or arty strike see a smoke placed under cover?? logically its immersion braking and shouldn't happen ,


strike and artys should use a LAZED system , to be effective where you hold a targeting laser on the area you want the strike to happen that would make it more skill based and put the striking deploying mech in a position of risk for using such a "Easy Damage "weapon . yes its free damage padding , just like that LRM BOAT you ***** and moan about sorry fellas and ladies

#66 JediPanther

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Posted 06 November 2017 - 10:35 AM

Strikes are fine. I hardly see them used and when I use my mech dedicated to them I often lose far more c-bills than I make. I'm lucky to break even on them because they add up fast at 40,000 each. Maybe if I wanted to use a 30% cbill boosted mech I could profit off them but I'd rather just invest points into better tree skills that have a more return benefit like heat gen or range than a hit or miss c-bill bomb.

#67 Anhydrite

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Posted 06 November 2017 - 11:02 AM

I would be OK with Lights and Mediums only using Strikes. My stealth Narc raven only has 3 tones available for additional weapons. I use the strikes to supplement damage and help match score because scouting/narcing/capturing/destroying objectives does not help match score enough.

The only real way to have a descent match score is with Dammage.

People who complain that the strikes are OP need to realize that they probably also got hit with an alpha in the back when the strike landed. Half the ones I drop miss because people simply walk away from them in the 7 seconds it takes to land.

#68 Khobai

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Posted 06 November 2017 - 11:09 AM

strikes were fine when it was one per mech

they were only not fine when it was changed to two per mech

considering PP had to limit strikes to one per mech once before, they shouldve damn well known better than to recreate the same problem again. two strikes per mech makes strikes too spammable and discourages the use of other consumables like UAVs

Edited by Khobai, 06 November 2017 - 11:11 AM.


#69 Mystere

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Posted 06 November 2017 - 11:37 AM

View PostTeer Kerensky, on 06 November 2017 - 09:06 AM, said:

I use strikes because I can, not because I have some weird sosial pressures to do what others do.


It's "competitive" pressure felt by people.

Posted Image or Posted Image, take your pick. <shrugs>

Edited by Mystere, 06 November 2017 - 11:38 AM.


#70 Khobai

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Posted 06 November 2017 - 11:39 AM

Quote

I use strikes because I can, not because I have some weird sosial pressures to do what others do.


here smoke this crackpipe. all the kewl kidz do it.

#71 Mystere

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Posted 06 November 2017 - 11:43 AM

View PostQuePan, on 06 November 2017 - 10:27 AM, said:

strike and artys should use a LAZED system , to be effective where you hold a targeting laser on the area you want the strike to happen that would make it more skill based and put the striking deploying mech in a position of risk for using such a "Easy Damage "weapon . yes its free damage padding , just like that LRM BOAT you ***** and moan about sorry fellas and ladies


You do know that TAG is supposed to be in the infra-red spectrum (i.e. invisible to the naked eye), right?

So the first change that must be done, if TAG is to be made a requirement for strikes, is for it to be invisible but subject to atmospheric scattering and degradation.

#72 Alcom Isst

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Posted 06 November 2017 - 12:11 PM

View PostMystere, on 06 November 2017 - 11:43 AM, said:


You do know that TAG is supposed to be in the infra-red spectrum (i.e. invisible to the naked eye), right?

So the first change that must be done, if TAG is to be made a requirement for strikes, is for it to be invisible but subject to atmospheric scattering and degradation.

It is in the infra-red spectrum. It's also in the visible spectrum in MWO which is good because now there's a nice visual for the user and a neat bit of counterplay where players can see a tag being used against them. There's not really a point in added realism if it doesn't enhance immersion or gameplay.

#73 Mystere

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Posted 06 November 2017 - 12:23 PM

View PostAlcom Isst, on 06 November 2017 - 12:11 PM, said:

It is in the infra-red spectrum. It's also in the visible spectrum in MWO which is good because now there's a nice visual for the user and a neat bit of counterplay where players can see a tag being used against them. There's not really a point in added realism if it doesn't enhance immersion or gameplay.


Visible TAG breaks my immersion. Posted Image

And there is a reason why I added "but subject to atmospheric scattering and degradation".

#74 PurplePuke

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Posted 06 November 2017 - 12:39 PM

Most strikes don't do much damage. Only to stationary targets. Strike kills are very rare, too.

Mostly they just encourage the enemy to alter their positions, which is fun.

Lots of strikes fall harmlessly to the ground.

#75 Dimento Graven

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Posted 06 November 2017 - 12:45 PM

View PostXulld, on 05 November 2017 - 02:57 AM, said:

I am just not interested in playing Strike Warrior Online. I love most of the changes made to this game over the last year and really want to start investing in the game again but the idea that we need to pay cbills for so powerful an ability is very unattractive.

Just remove it entirely. Please, I want to shoot stompy robits not push a button for a strike.
Actually I thought the last change toned it down considerably.

Granted, I don't think they should have the unlimited range that they do now. Annoying that someone from across the map can pin point place a strike on the opposite side of the map, but I'm willing to let that one go.

Certain 'mechs though take WAY more damage that most others appear to with strikes. For example the KGC's profile makes it take strikes especially harder than most others, say, compared to a MAD, or just about any other build.

I don't care what direction I face my KGC if a strike is landing anywhere, it's taking out ALL my rear armor.

VERY annoying that...

#76 Alcom Isst

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Posted 06 November 2017 - 12:54 PM

View PostMystere, on 06 November 2017 - 12:23 PM, said:

And there is a reason why I added "but subject to atmospheric scattering and degradation".

Subject to atmospheric scattering and degredation, therefore... what? What will that look like?

#77 Mystere

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Posted 06 November 2017 - 01:03 PM

View PostAlcom Isst, on 06 November 2017 - 12:54 PM, said:

Subject to atmospheric scattering and degredation, therefore... what? What will that look like?


TAG will be visible to infra-red sensors (i.e. thermal or night vision) when the beam is scattered sufficiently enough by the atmosphere.

I leave "degradation" for you to figure out. Posted Image

#78 Alcom Isst

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Posted 06 November 2017 - 01:33 PM

View PostMystere, on 06 November 2017 - 01:03 PM, said:

TAG will be visible to infra-red sensors (i.e. thermal or night vision) when the beam is scattered sufficiently enough by the atmosphere.

I'm almost okay with that. Metroid Prime's thermal and x-ray visors are piles of fun, what with having to cycle through visors to discover or target objects that are only visible in one spectrum, but usually there's a cue for that. Like an object will suddenly go invisible or there will be raindrops landing on open air, or the visor will alert you when you scan something. So without a cue you encourage a player to rapidly swap between all their vision modes forever, and you never want to encourage such tedium.

If TAG had a good cue for "Hey there's something annoying in your thermal visor maybe you should switch to your thermal visor, buddy", I'd be cool with thermal tag.

Edited by Alcom Isst, 06 November 2017 - 01:36 PM.


#79 Novakaine

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Posted 06 November 2017 - 01:48 PM

"I hate lazor warrior online please remove lazors"

#80 Khobai

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Posted 06 November 2017 - 01:49 PM

Quote

"I hate lazor warrior online please remove lazors"


isnt that what PGIs been doing. they killed small lasers. last patch was the start of killing medium lasers. next patch will probably finish them off.





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