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Strike Spam - How To Nerf Them Without Making Them Ineffective


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#1 VonBruinwald

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Posted 09 April 2019 - 08:02 AM

We all like to spam strikes (recklessly if you look at the team damage they're responsible for).

They're of great value to a team when used properly but it seems a lot of people spam them recklessly just to inflate their own scores. So how about we balance that:

Strikes no longer reward players for the damage they cause. No damage, no match score, no rewards. Team damage still counts against you (you're not allowed to get away with hitting your teammates).

What's there to object to?

#2 thievingmagpi

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Posted 09 April 2019 - 08:26 AM

I certainly hate losing 40% of my mech's armour in one strike in a light so I certainly get annoyed by them...

But when I use strikes I'm not using them to farm damage. I'm still using them to rip off open components/break up groups/move static positions.

A change like this might see a *minor* decrease in strike usage but nothing really noticeable.

#3 K O Z A K

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Posted 09 April 2019 - 08:48 AM

fun fact: the only difference between "farming damage" and "using them properly/break up groups/move static positions" is semantics

#4 Jman5

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Posted 09 April 2019 - 08:49 AM

I don't like hiding damage numbers. It already annoys me that it doesn't register damage if you die before the strike hits.

Two things that I think would help:

1. Make the damage scale based on weight class. An assault gets hit by a strike and it's forgettable. A light gets hit by one and you're absolutely demolished. This would lower the damage without removing its purpose.

2. Create a Precision Damage stat that counts the damage you do to components that eventually kill your opponent. If your opponent get CT-cored than all the damage you did to the CT counts as precision damage. If he gets legged, then all the damage you did to either leg gets counted. If your opponent survives and your team loses, then the game looks at the most damaged critical component and uses the damage you did to that spot.

This would let people see who is efficiently drilling through opponents and who is playing farmville with streaks and strikes. It would also give players a great metric to try to improve. If a lot of their damage is just spreading all over they know they need to work toward improving their aim. I would love to know what my numbers look like.

#5 sumbody

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Posted 09 April 2019 - 08:56 AM

how about objecting to all of above OP. you may as well include all other weapons that are available in regards to team damage.

what's so bad about farming damage? dishing out damage as much as possible is a good thing in my book. it can lead to a team win if your team does more damage than the opposing team in most cases.

#6 thievingmagpi

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Posted 09 April 2019 - 09:10 AM

View Postsumbody, on 09 April 2019 - 08:56 AM, said:

how about objecting to all of above OP. you may as well include all other weapons that are available in regards to team damage.

what's so bad about farming damage? dishing out damage as much as possible is a good thing in my book. it can lead to a team win if your team does more damage than the opposing team in most cases.


"damage farming" specifically refers to shooting parts of mechs that aren't critical with the intent of racking up a damage score. everyone does this from time to time. take a leg, then an arm..then another arm... then a shoulder. shoot the cit a bit. maybe open up the other shoulder. That is damage farming.

the earlier points raised is that no one is "farming damage" with strikes. it's too random. there's no "damage farming" involved. Just "putting out damage" is not the same as farming.

Edited by thievingmagpi, 09 April 2019 - 09:11 AM.


#7 John Bronco

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Posted 09 April 2019 - 09:12 AM

I object because your proposal does nothing whatsoever to nerf them.

#8 YueFei

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Posted 09 April 2019 - 09:36 AM

View PostJman5, on 09 April 2019 - 08:49 AM, said:

I don't like hiding damage numbers. It already annoys me that it doesn't register damage if you die before the strike hits.

Two things that I think would help:

1. Make the damage scale based on weight class. An assault gets hit by a strike and it's forgettable. A light gets hit by one and you're absolutely demolished. This would lower the damage without removing its purpose.

2. Create a Precision Damage stat that counts the damage you do to components that eventually kill your opponent. If your opponent get CT-cored than all the damage you did to the CT counts as precision damage. If he gets legged, then all the damage you did to either leg gets counted. If your opponent survives and your team loses, then the game looks at the most damaged critical component and uses the damage you did to that spot.

This would let people see who is efficiently drilling through opponents and who is playing farmville with streaks and strikes. It would also give players a great metric to try to improve. If a lot of their damage is just spreading all over they know they need to work toward improving their aim. I would love to know what my numbers look like.


(2) is absolutely a great idea.

I know for a fact that a significant chunk of my damage is useless. If I'm shooting at an opponent that eventually died thru the CT, that lost no other components, but I hit a leg and an arm before finally nailing that CT, the ~60 damage I did to the leg and arm are actually pointless.

#9 LordNothing

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Posted 09 April 2019 - 09:40 AM

they already got nerfed and i started pulling nodes off of the consumables skills and generally have stopped using them. only mechs that still use them in any meaningful context are my serious fp builds (which honestly i haven't been using in favor of whatever the hell i want to take, usually **** mechs being leveled).

Edited by LordNothing, 09 April 2019 - 09:41 AM.


#10 Mystere

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Posted 09 April 2019 - 09:54 AM

View PostVonBruinwald, on 09 April 2019 - 08:02 AM, said:

We all like to spam strikes (recklessly if you look at the team damage they're responsible for).

They're of great value to a team when used properly but it seems a lot of people spam them recklessly just to inflate their own scores. So how about we balance that:

Strikes no longer reward players for the damage they cause. No damage, no match score, no rewards. Team damage still counts against you (you're not allowed to get away with hitting your teammates).

What's there to object to?


I have been calling for that for a while now.

#11 R Valentine

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Posted 09 April 2019 - 09:55 AM

Strikes were so OP that at one point in time PGI had to make it so you couldn't carry two. Then they let you have two again and on top of that, made both of those strikes 10x better than they used to be. Just PGI doing PGI things. They can never make up their mind about how they want strikes to work or how much impact on gameplay they want them to have. They nerfed airstrikes from crossing half of the map, but still let arty strikes hit one area 200 times and hit the same mech up to 3 times. Any player half decent at using strikes can place one where the intended target can't see it, so the "just dodge bruh" argument is sheer idiocy. I wouldn't shed a tear if strikes were removed from the game outright.

#12 RickySpanish

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Posted 09 April 2019 - 11:01 AM

They're important tools for pushing reds into places they would rather not be, like out of cover or away from some place you want to be. Buut they are quite powerful, I always use my meagre gxp to unlock 5 points in consumables on new 'Mechs for two artys and a UAV. As for tuning them, tbh I think there's no amount of tuning that wouldn't break them.

#13 Horseman

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Posted 10 April 2019 - 02:29 AM

View PostVonBruinwald, on 09 April 2019 - 08:02 AM, said:

What's there to object to?
Strikes cannot be spammed - there's a global cooldown for each team.
Strikes are also of limited usefulness unless the opposing team is bunches up in a very close formation and stays in a static position.

Edited by Horseman, 10 April 2019 - 02:30 AM.


#14 Prototelis

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Posted 10 April 2019 - 02:40 AM

lol another one of these threads.

Now we just need a lights OP thread to go full circle.

#15 Monkey Lover

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Posted 10 April 2019 - 02:47 AM

i say make them free , remove all cool downs and cut the damage down to 25%.

#16 Sixpack

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Posted 10 April 2019 - 03:17 AM

Just allow pre-emptive counterstrike consumables that negate 1 strike when it is placed in the vicinity.

Edited by Sixpack, 10 April 2019 - 03:17 AM.


#17 EthanisAwsome

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Posted 10 April 2019 - 05:33 AM

I say just flat out remove the next to zero skill air and arty strikes since it is a point and click adventure and i am surprised more people aren't advocating for it like other things

#18 Dimento Graven

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Posted 10 April 2019 - 05:39 AM

I don't think this is a good idea. I think it will have very little affect on usage.

Actually the more I think about it the more silly it seems.

#19 Xeno Phalcon

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Posted 10 April 2019 - 08:12 AM

Remove the damn extra strike nodes from the auxillery tree, done.

#20 lazorbeamz

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Posted 10 April 2019 - 10:08 AM

Strikes need to be removed. Absolutely pay to win and unfair mechanic that does not allow you to prevent the damage. Its not fun when you get damage that could not be avoided at all and without a way to deal the damage back.

Edited by lazorbeamz, 10 April 2019 - 10:09 AM.






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