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Are Strillery Strikes Op?


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#21 AncientRaig

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Posted 09 March 2019 - 06:41 PM

View PostGrayson Dillinger, on 09 March 2019 - 06:11 PM, said:


You do realize that only one person ON THE ENTIRE TEAM can fire off a strike, and then it goes on cooldown, again, FOR THE ENTIRE TEAM. There is a 20 to 30 second cooldown between strikes.
There is no "6 to 8 people coring me from the rear" and not taking a "single point of damage from enemy weapons fire" without you being AFK for 2 or 3 minutes and letting it happen and doing nothing but watching.

I do realize this. However, the map was Mining Collective and both teams were nascaring hard. We walked in circles, occasionally stopping at the ramps to the middle (when the strikes would usually get dumped) for like 10 minutes before deciding to duke it out on the middle. I was piloting a Marauder 3R with a fully filled out Survival tree, and I died from arty damage to the rear. I think I may have taken some direct fire to the front during the random poking sessions in between nascar laps, but I hadn't lost any frontal armor when I died, and I hadn't been shot in the rear by any actual enemy weapons.

Edited by AncientRaig, 09 March 2019 - 06:43 PM.


#22 HammerMaster

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Posted 09 March 2019 - 07:22 PM

No.
Just annoying as F.
Just as filthy as no slot/no weight coolshot.
TRASH.

#23 Warning incoming Humble Dexterer

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Posted 09 March 2019 - 08:03 PM

If you want less arty consumables, don't remove them, add more consumable types instead.

Such as calling for defensive smoke bombs instead of offensive artillery, that cancel TAG, reduce energy weapon efficiency, make ballistics less blinding and reveal nearby stealth mechs for a few seconds...

Then it becomes harder to choose one consumable over another.

#24 HammerMaster

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Posted 09 March 2019 - 08:23 PM

Nope. Still trash.
More is less.

#25 eminus

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Posted 09 March 2019 - 08:39 PM

No Maximum Range
No Heat
No Slot
No way you can pinpoint the location unlike a UAV which can be locked
No **** explanation why a red smoke suddenly appears
No **** explanation why a red smoke floats above the mechs head

it is not OP, it is a big pile of CBILLS_SINK poop

Edited by eminus, 09 March 2019 - 08:41 PM.


#26 HammerMaster

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Posted 09 March 2019 - 09:08 PM



#27 Warning incoming Humble Dexterer

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Posted 09 March 2019 - 10:11 PM

View Posteminus, on 09 March 2019 - 08:39 PM, said:

it is not OP, it is a big pile of CBILLS_SINK poop

Well MWO could do with a Cbills sink : I'm in favor of making players pay for their ammunition and broken heat sinks (but not pay for their mech and weapons repairs).

Then again I'm also in favor of exploding Heat Sinks... Sounds fair, but I doubt that's popular either :)

#28 MW Waldorf Statler

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Posted 09 March 2019 - 11:09 PM

the Artillery is a joke against the artillery in battlefield 2...so many Whiners and Motherkissers, thats the biggest problems, Folks thats never before plays other Team Shooter games or only FPS games like CoD..

what teh Hell...in other Teamshooter you dead with one Headshot and you Tank is Killed with a Bomb from the SU

Whine...nerf Weapons and tactics thats im not use or others use better ...to strong, Buffs Weapons thats im self use...Im to dump for more as Nascar and 10m brawl or can move or hit without max Zoom ...Life is not a ponystable

Edited by Old MW4 Ranger, 09 March 2019 - 11:14 PM.


#29 ShiverMeRivets

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Posted 10 March 2019 - 01:02 AM

Arti strikes are clearly OK - I regularly get 200 damage out of them... team damage that is! Whenever I drop one, all of alpha and bravo lances rush in to inhale the red smoke as if it was burning Opium or something like that. Sometimes even some from Charlie lance is quick enough to run and get high off of it.

Now on a more serious note - strikes are vital aspect of the game. It is a way to flush out mechs that are hiding in terrain that is inaccessible to you. You know those PPC light mechs that JJ on top of some cliff 1000 meters away and snipe at your team? You don’t trade with them - you drop an arti on their heads. It is also a vital tool for short range mechs to contribute in the early game when they are otherwise completely useless. Finally, it is a way to punish a team that balls up too close to hold a choke point.

UAV is a way for light mechs to do what light mechs are SUPPOSED to do - scout, gather intel and guide strikes. Unlike strikes, UAVs can be hard countered by shooting them down. If we want light mechs to act like they are supposed to instead of trying to balance them for 1on1 vs. heavies and assults, they should be given bonuses to their UAVs and strikes - either in effectiveness, or in the number that they can carry/call upon. Heck, I would not mind if arti/air strikes could be called ONLY by lights and mediums!

#30 General Solo

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Posted 10 March 2019 - 03:36 AM

Nerf this nerf that stoop sucking the flavour out of the game is my opinion

Want role play, nuthing inspired fear like long tom, now thats roleplay. Nerfed

Arty/Air strikes are a pale imitation. wot ya crying about. especial in quick play.

(Faction/Group Que has skill gap issues mostly, not weapons balance)

Edited by OZHomerOZ, 10 March 2019 - 03:40 AM.


#31 Weeny Machine

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Posted 10 March 2019 - 05:15 AM

View PostOld MW4 Ranger, on 09 March 2019 - 11:09 PM, said:

the Artillery is a joke against the artillery in battlefield 2...so many Whiners and Motherkissers, thats the biggest problems, Folks thats never before plays other Team Shooter games or only FPS games like CoD..

what teh Hell...in other Teamshooter you dead with one Headshot and you Tank is Killed with a Bomb from the SU

Whine...nerf Weapons and tactics thats im not use or others use better ...to strong, Buffs Weapons thats im self use...Im to dump for more as Nascar and 10m brawl or can move or hit without max Zoom ...Life is not a ponystable



The artillery crap should be removed and Thumber, Long Tom, ARROWIV etc on the mechs introduced. You know...there are real artillery mechs around...

However, this late in the game's life-cycle I doubt we will see any significant changes

Edited by Bush Hopper, 10 March 2019 - 05:16 AM.


#32 Mystere

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Posted 10 March 2019 - 05:18 AM

View PostAncientRaig, on 09 March 2019 - 06:41 PM, said:

I do realize this. However, the map was Mining Collective and both teams were nascaring hard. We walked in circles, occasionally stopping at the ramps to the middle (when the strikes would usually get dumped) for like 10 minutes before deciding to duke it out on the middle.


So someone decided to lay down the hurt during your team's NASCAR-based behavior. Are you seriously complaining about that? <smh>

That should hopefully also teach you to put more armor on your back. <shrugs>

Edited by Mystere, 10 March 2019 - 05:19 AM.


#33 Mystere

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Posted 10 March 2019 - 05:21 AM

View PostHumble Dexter, on 09 March 2019 - 10:11 PM, said:

Well MWO could do with a Cbills sink : I'm in favor of making players pay for their ammunition and broken heat sinks (but not pay for their mech and weapons repairs).


Weak sauce. Make the player pay for everything.

#34 metallio

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Posted 10 March 2019 - 05:45 AM

just double or triple the time before an incoming strike hits. If it's just to flush out an enemy then don't make it damn near impossible to avoid the damage if you're in a slow mech. Even at 64kph I usually just eat the damn things.

#35 R5D4

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Posted 10 March 2019 - 06:06 AM

View Postmetallio, on 10 March 2019 - 05:45 AM, said:

just double or triple the time before an incoming strike hits. If it's just to flush out an enemy then don't make it damn near impossible to avoid the damage if you're in a slow mech. Even at 64kph I usually just eat the damn things.


At least you CAN eat it in a slower mech; but for Light mech's it can be devastating if not deadly. They may not be OP for the general population (i.e. heavier weight classes) but they're horribly skewed in that direction for the Light mechs.

Sure, if a light mech sees it in time and if we aren't blocked by team mates we could get away from them but trouble is a) people lay them now so they can't be seen using uavs b ) if you switch to thermal or night vision they become invisible so guess those vision modes are worthless additions c) most teammates don't bother to call smoke because they can walk it off so no help from the team.

I agree with what others say add some time to how long they take to go off and add some more cool down time in between if you're going to keep them in game. I also agree that they're a crutch (just like cool shot) more than a tool for moving entrenched enemies. As for them eating up cbills I kinda doubt it most of us seem to have a rich surplus.

Edited by R5D4, 10 March 2019 - 06:06 AM.


#36 Mystere

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Posted 10 March 2019 - 06:09 AM

View Postmetallio, on 10 March 2019 - 05:45 AM, said:

just double or triple the time before an incoming strike hits. If it's just to flush out an enemy then don't make it damn near impossible to avoid the damage if you're in a slow mech. Even at 64kph I usually just eat the damn things.


Sure, as long as there is no smoke indicator whatsoever.

#37 LordNothing

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Posted 10 March 2019 - 06:19 AM

they were nerfed and i stopped equipping them. or at least not putting nodes into it.

#38 Redshirt4Life

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Posted 10 March 2019 - 07:45 AM

I dropped 2 arty strikes for 1k damage when the enemy rushed our base. Seemed worth the investment then.

I use them mostly to delay enemy pushes. They work really well at blunting a rush and distracting the enemy. They are super strong late game. Dropping a strike during a poke fight can give a critical advantage.

The cost is really low, so I don't see a reason not to use them and I think they add a tactical element to the game, especially for lights.

#39 HammerMaster

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Posted 10 March 2019 - 12:17 PM

View PostRedshirt4Life, on 10 March 2019 - 07:45 AM, said:

I dropped 2 arty strikes for 1k damage when the enemy rushed our base. Seemed worth the investment then.

I use them mostly to delay enemy pushes. They work really well at blunting a rush and distracting the enemy. They are super strong late game. Dropping a strike during a poke fight can give a critical advantage.

The cost is really low, so I don't see a reason not to use them and I think they add a tactical element to the game, especially for lights.

All this is great. In moderation.
You also should STOP getting credit for damage on that strike.
You DID NOT REALLY DO THAT DAMAGE.
Give the accolades to your ArtilleryMan or AeroSpace Jock.

Edited by HammerMaster, 10 March 2019 - 12:18 PM.


#40 AncientRaig

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Posted 10 March 2019 - 02:57 PM

View PostMystere, on 10 March 2019 - 05:18 AM, said:


So someone decided to lay down the hurt during your team's NASCAR-based behavior. Are you seriously complaining about that? <smh>

That should hopefully also teach you to put more armor on your back. <shrugs>

Firstly, both teams were nascaring.

Secondly, the arty was more of a contributor to the nascar than anything else. Any time we tried to organize for a push across the center, the enemy team would drop it on the ramps which usually ended up starting the nascar again.

Thirdly, did you even bother to read my first post? I run 10-12 points of armor on the rear of the mech I was running in that match. I can't move more than that without reducing my front armor too much.





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