Strikes Are Out Of Control
#1
Posted 05 November 2017 - 02:57 AM
Just remove it entirely. Please, I want to shoot stompy robits not push a button for a strike.
#2
Posted 05 November 2017 - 03:15 AM
#3
Posted 05 November 2017 - 03:20 AM
On the receiving end strikes can be annoying, but with some map awareness you can manage to only get hit once every few matches which is okay in my eyes.
My problem with strikes and other comsumables is more that they are a mild form of P2W. Its not gamebreaking but if they were gone (or implemented differently), i would not shed a single tear.
Edited by Daggett, 05 November 2017 - 03:21 AM.
#4
Posted 05 November 2017 - 03:35 AM
Xulld, on 05 November 2017 - 02:57 AM, said:
Just remove it entirely. Please, I want to shoot stompy robits not push a button for a strike.
Daggett, on 05 November 2017 - 03:20 AM, said:
FIne. Let's make them freely-obtainable upgrades, just like in War Thunder.
Let the fun begin:
[Redacted]
Edited by draiocht, 05 November 2017 - 10:15 AM.
video depicts graphic violence
#5
Posted 05 November 2017 - 03:37 AM
But yes, it would be better if they were removed completely.
#6
Posted 05 November 2017 - 03:44 AM
And tbh strikes is the best thing to remove a poke camps from a area if your team don't want to move, or slow down a push.
#7
Posted 05 November 2017 - 04:13 AM
Being an aggressive player is discouraged overall with 12v12, double strikes per mech given any level of teamwork. We want Team work but we do not want to discourage people being able to be aggressive players. With 12v12 and strikeapocolypse, its often over before it starts when you are in a sub assault mech at the front line trying to be aggressive. Also with all of these slow assaults, there is no moving away from a strike without exposing yourself so strikes are super powerful if you are not an idiot when using them.
Slow assaults are not taken often because they serve very little purpose. Without strikes they once again become the mobile fortresses you must maneuver around vs. just strike them down to heavy mech levels of armor.
Edited by Xulld, 05 November 2017 - 04:15 AM.
#8
Posted 05 November 2017 - 04:17 AM
But they will stay in the game because PGI want you to spend your CBills on something other than free Mechs.
Maybe if we just volunteer to each donate 40K CBills to PGI for every match we play, PGI will remove them.
Now, enough of this pointless chatter... Would you like to buy a Mech Pack?
#9
Posted 05 November 2017 - 04:21 AM
Xulld, on 05 November 2017 - 04:13 AM, said:
Being an aggressive player is discouraged overall with 12v12, double strikes per mech given any level of teamwork. We want Team work but we do not want to discourage people being able to be aggressive players. With 12v12 and strikeapocolypse, its often over before it starts when you are in a sub assault mech at the front line trying to be aggressive. Also with all of these slow assaults, there is no moving away from a strike without exposing yourself so strikes are super powerful if you are not an idiot when using them.
Slow assaults are not taken often because they serve very little purpose. Without strikes they once again become the mobile fortresses you must maneuver around vs. just strike them down to heavy mech levels of armor.
If by "aggressive player" you mean this guy:
then I disagree.
Appogee, on 05 November 2017 - 04:17 AM, said:
I disagree as well. I actually find them rather quite enjoyable, especially in a combat game.
Edited by Mystere, 05 November 2017 - 04:24 AM.
#11
Posted 05 November 2017 - 04:38 AM
#12
Posted 05 November 2017 - 04:39 AM
From a mechanical perspective though, I have noticed one thing: air strikes are consistently far more effective than arty. The elongated path vs the circular path of impacts ought to be the distinction, but I notice that when I use or am hit by air strikes they do damage far outside of their apparent path as well as regardless of structure. Whereas arty I am sometimes right in the midst of a strike or on the edge and I take zero damage (even in the open) and that intervening structures provide apparent cover as well (Plus the fact that air strikes will hit your targets back armor as it marches over and arty strikes don't seem to do this nearly as much).
So yeah...I don't really care about them existing or costing money, but they ought to at least be comparable. Right now though, if you're using them; air strikes are the way to go.
Edited by Bud Crue, 05 November 2017 - 04:43 AM.
#13
Posted 05 November 2017 - 04:40 AM
Appogee, on 05 November 2017 - 04:17 AM, said:
I actually do enjoy them despite rarely using them, in fact two weeks ago was the first time I used them since months before the new skill tree.
I usually ignore them and push right through since they are so inconsequential when you are Mobile even though we are defining being mobile as moving forward at around 48.6 kph minimum (I usually only ever notice them while moving in assaults, otherwise I've cleared them before they really drop).
In the rare instance they do get me good with one, which has been maybe once in the past year, it was my own fault for being stationary behind cover for a long period of time while my teammates did the real fighting and some light (I assume) came around and marked my position. Even then I was brought to darker orange and red in places I was already badly hurt in. So I mean, really, would it have made a difference? Probably not I'd likely get one shotted anyway.
I just wish the artillery wasn't so much coming from magic off-map sources and instead being delivered by on-map, destroyable sources. Either artillery at the edge of the map or mechs carrying Artillery cannons known as Mech Mortars.
#14
Posted 05 November 2017 - 04:41 AM
Koniving, on 05 November 2017 - 04:34 AM, said:
Which means they are not. And 4 SP is nothing, especially since they also boost the damage of the strikes.
Edited by El Bandito, 05 November 2017 - 04:42 AM.
#15
Posted 05 November 2017 - 04:41 AM
Xulld, on 05 November 2017 - 04:13 AM, said:
Being an aggressive player is discouraged overall with 12v12, double strikes per mech given any level of teamwork. We want Team work but we do not want to discourage people being able to be aggressive players. With 12v12 and strikeapocolypse, its often over before it starts when you are in a sub assault mech at the front line trying to be aggressive. Also with all of these slow assaults, there is no moving away from a strike without exposing yourself so strikes are super powerful if you are not an idiot when using them.
Slow assaults are not taken often because they serve very little purpose. Without strikes they once again become the mobile fortresses you must maneuver around vs. just strike them down to heavy mech levels of armor.
Not every player will use their strikes, some just have laying around on their mech and never uses it. Also theirs two types of aggressive players in my book the ones that don't think, and the ones that do think it's pretty simple mindset. 12v12 limits opportunities for such aggressive playstyles since most maps can be easily covered by a whole team, and mix it with high burst alpha's being thrown around it add more difficulty.
If you trying to be a frontline assault, you most likely doing it wrong since you opening yourself to be a easy target, even if you move in a group doesn't keep you from being focused down immediately in a fight. Plus a good portion of assaults can move around stock heavy speeds. Removal of strikes won't boost gunboat assaults worth they'll still be a easy kill even for a medium mech, let alone 3-4 mechs focusing said mech even in a 8v8 environment.
Again gonna say it again most of strikes can be dodge or maneuvered around even in a assault, since it takes an eternity for them to drop it's payload. All you need is situational awareness and able to take ques from what's around you.
#16
Posted 05 November 2017 - 04:42 AM
Appogee, on 05 November 2017 - 04:17 AM, said:
Maybe if we just volunteer to each donate 40K CBills to PGI for every match we play, PGI will remove them.
Implementing a bad mechanic which make everyone enjoy the game less is not a good way to sell anything. If they think we get to much CBill out of a match they can easily decrease the CBill-Rewards.
#17
Posted 05 November 2017 - 04:43 AM
Bud Crue, on 05 November 2017 - 04:39 AM, said:
When dealing with an air strike, look up at the plane.
No seriously.
Keeps all the damage to your front torso so that none hits your back.
They don't have a real splash mechanic, the area of registered impacts is just larger than the projectiles really are.
Meanwhile artillery's register impacts are as big as the projectiles (or possibly smaller since I've been hit directly a few times and received zero damage. The trick with Artillery is to move through it if you can't avoid it; they are most dangerous around the edges of the strike. The safest place is in the middle of the explosions. Seriously.)
Edited by Koniving, 05 November 2017 - 04:48 AM.
#18
Posted 05 November 2017 - 04:46 AM
El Bandito, on 05 November 2017 - 04:41 AM, said:
Which means they are not. And 4 SP is nothing, especially since they also boost the damage of the strikes.
4 minimum, but 5 have a real effectiveness otherwise they are still laughable. Even then, I just push through them. There's also the expense. Most players aren't earning 200 or 300 thousand, so a hit of 160,000 cbills per match is almost untenable.
Just laugh at them, move through them, and remember in the case of artillery strikes the safest place is directly on the smoke (if you really are THAT damn lazy as to not move through it. Their hit detection sucks.)
#19
Posted 05 November 2017 - 04:47 AM
AlphaEtOmega, on 05 November 2017 - 04:42 AM, said:
I know that. And you know that. And most businesses know that.
PGI however are making in their business model. We'll see how well it works out for them.
#20
Posted 05 November 2017 - 04:51 AM
Koniving, on 05 November 2017 - 04:46 AM, said:
Just laugh at them, move through them, and remember in the case of artillery strikes the safest place is directly on the smoke (if you really are THAT damn lazy as to not move through it. Their hit detection sucks.)
I find your "solution" very infantile, as many players, myself included, have learned to place them (Airstrikes, cause Arty is for noobs) where the smoke can't be seen, but will still mess your day up. Strikes serve no purpose other than to further bring disparity between good players, who incidentally earn enough C-Bills to fund the strikes (my average earning is over 200K, and I am just above average), and those who are less good, and less able to earn C-Bills. Strikes must be limited further, or removed flat out.
Koniving, on 05 November 2017 - 04:43 AM, said:
No seriously.
Unless the map is very open, such as on Polar, that suggestion is not very helpful.
Edited by El Bandito, 05 November 2017 - 04:55 AM.
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