Rename To Artillery-Strike Online It Suits The Game
#41
Posted 09 February 2019 - 07:44 AM
#43
Posted 09 February 2019 - 11:27 AM
Edited by Prototelis, 09 February 2019 - 11:27 AM.
#44
Posted 10 February 2019 - 07:25 AM
The new norm is to have full or partial radar cover of the enemy team for basically the entire match.
The same is true of arty and air strike. Every game, it's a non-stop barrage.
In both cases, this is not even remotely in keeping with the aesthetic of Battletech or Mechwarrior. "Giant robots that would be kings of the battlefield if not for tiny UAVs and terrifying artillery strikes."
Edited by Water Bear, 10 February 2019 - 07:25 AM.
#47
Posted 10 February 2019 - 11:26 AM
Abisha, on 10 February 2019 - 10:05 AM, said:
You don't know where strikes are likely to be? How can you be pro level and not know that?
Horseman, on 10 February 2019 - 11:19 AM, said:
Clip of me dodging an obvious one in a King Crab.
https://www.twitch.t...yHedgehogM4xHeh
Edited by Prototelis, 10 February 2019 - 11:29 AM.
#48
Posted 10 February 2019 - 01:15 PM
Horseman, on 06 February 2019 - 02:04 PM, said:
The problem is in the pilot chair.
Does not matter if your standing still or not. I get creamed doing 177 KPH as if I were doing 0. There is no defense against it and all it takes is 1 shell to ruin any lights day.
Arties were lame to begin with. It was PGI's cheap way of trying to break of a group of assaults afraid to move forward. The fact that what 5 to 6 are dropped on each side each match makes playing a light difficult at best.
Yet we are the OP class according to most on these forums.
Sorry but I am Color Bling and I can not see the damn smoke easily.
Edited by Darian DelFord, 10 February 2019 - 01:17 PM.
#49
Posted 11 February 2019 - 09:34 AM
The fle is also fast enough to chase the pallets and use a strike as cover for an approach.
Also a big fan of dropping them behind someone after they've turned. Taken more than a few components by two timing a rear st and then dropping a smoke on the opposite side of their turn out of view.
#50
Posted 11 February 2019 - 01:37 PM
#51
Posted 11 February 2019 - 01:43 PM
Steel Raven, on 06 February 2019 - 12:54 PM, said:
Oh please, you barely put anything into the consumable tree to get huge bang for your buck, unlike any other tree out there. In fact, when skilling up a new mech, the 5 points it takes to get two amazing strikes is the best first 5 points you can spend since it can amplify your damage output, and therefor your experience, almost two fold if you get a good one down on mining or canyon. Strikes are way over the top. Remember back when PGI had to nerf strikes so we couldn't carry two? And that was before you had the bomb strikes of today that are longer in duration, wider in effect, and more numerous in hits. And then PGI was like, "You know what we should do? We should take the thing we nerfed out and put it back in, only now even more powerful". Strikewarrior is alive and well and is only marginally weaker than it was on skill tree launch day, when airstrikes were a mile long.
#52
Posted 11 February 2019 - 02:47 PM
Variant1, on 11 February 2019 - 01:37 PM, said:
Strike warrior was a thing... years ago, when entire teams could drop strikes simultaneously at the same position. That is why we have a global cooldown on strikes now.
#53
Posted 11 February 2019 - 02:52 PM
Horseman, on 11 February 2019 - 02:47 PM, said:
woops forgot about that. Dont know why pgi didnt simply increase the time it took for the strikes to occur though it would make much more sense and wouldnt need to nerf it down the line too.
#54
Posted 11 February 2019 - 02:58 PM
#55
Posted 11 February 2019 - 03:59 PM
On the other hand bring back the LONG TOM @!
#56
Posted 12 February 2019 - 01:57 PM
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