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Strike Spam - How To Nerf Them Without Making Them Ineffective


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#21 Kroete

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Posted 10 April 2019 - 10:13 AM

Make them objects with weight and space needed.
If you want no spacemagic,
tie strieks to the commandconsol and give uav wheigt and space needed.

#22 Horseman

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Posted 10 April 2019 - 11:02 AM

View Postlazorbeamz, on 10 April 2019 - 10:08 AM, said:

Absolutely pay to win
They cost C-Bills. If you're competent you'll make more than they cost from the match anyway.

Quote

does not allow you to prevent the damage
If you pay attention to your surroundings you may notice the smoke quickly enough to move out of the strike zone.

#23 Mystere

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Posted 10 April 2019 - 11:22 AM

View PostMonkey Lover, on 10 April 2019 - 02:47 AM, said:

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


I was thinking something different: remove that "magic force field" created to protect any and all cockpits from strikes. Posted Image

View PostKroete, on 10 April 2019 - 10:13 AM, said:

Make them objects with weight and space needed.
If you want no spacemagic,
tie strieks to the commandconsol and give uav wheigt and space needed.


Just require TAG instead. Bingo! You immediately have the weight and space requirement some people have been demanding. Posted Image

But in exchange, do the above and make them deadlier. Using the same logic thrown around by the anti-IDF crowd, TAG users will have to expose themselves to paint the target.

What is good for the goose should be good for the gander. Posted Image

Edited by Mystere, 10 April 2019 - 11:26 AM.


#24 Prototelis

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Posted 10 April 2019 - 02:34 PM

View Postlazorbeamz, on 10 April 2019 - 10:08 AM, said:

Absolutely pay to win


Does it cost real money? Then it isn't pay 2 win.

Strike damage can be mitigated or avoided entirely by maneuvering out of the way.

#25 VonBruinwald

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Posted 10 April 2019 - 02:36 PM

View PostPrototelis, on 10 April 2019 - 02:34 PM, said:

Strike damage can be mitigated or avoided entirely by maneuvering out of the way.


Tell that to my Urbie.

#26 lazorbeamz

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Posted 10 April 2019 - 04:12 PM

View PostPrototelis, on 10 April 2019 - 02:34 PM, said:

Does it cost real money? Then it isn't pay 2 win.

Strike damage can be mitigated or avoided entirely by maneuvering out of the way.

Thats not true. On a slow mech you dont have enough time to run

#27 Prototelis

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Posted 10 April 2019 - 04:15 PM

View Postlazorbeamz, on 10 April 2019 - 04:12 PM, said:

Thats not true. On a slow mech you dont have enough time to run


Move at a 45 degree angle.

There is a video of me doing it in a 50kph king crab and dodging almost all of the damage.

#28 50 50

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Posted 10 April 2019 - 05:01 PM

Why not add in functionality that gives us more options instead of removing them?

What if for both teams there was a little artillery battery somewhere on each map that could be destroyed.
Or a command and control center for the airstrikes.
Destroying these prevents that side from using those consumables.

This would achieve several things:
1. It gives player a way to stop the strikes without nerfing them.
2. It builds depth into all the game modes by providing little secondary objectives to attack and defend.
3. Rewards can then be linked to destroying these emplacements.
4. It would put more value in scouting to see if an enemy is sending mechs to those locations.
5. Builds more teamwork.
6. Breaks up the deathball.
7. Makes it more interesting.

#29 RickySpanish

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Posted 10 April 2019 - 06:02 PM

View Postlazorbeamz, on 10 April 2019 - 04:12 PM, said:

Thats not true. On a slow mech you dont have enough time to run


Yes you do...

#30 justcallme A S H

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Posted 10 April 2019 - 06:26 PM

Using a strike recklessly to inflate scores? Posted Image
How is dealing damage to the enemy, weakening them etc - reckless inflation of score?

I use strikes all the time:
  • On a large clump of static enemies.
  • If I am retreating / baiting around a corner, people love to chase the cookie so that can really help.
  • Testing out to see if enemies might be behind structures (due to no info/UAV/contacts etc).
Given they cost 40k cbills and DMG rewards you in cbills... It's a fair trade as missing or not hitting much, that 40k cbill cost is blown. Not like mechs have R&R costs either so there have to be ingame economy sinks everywhere possible.

Simply having 5 consumable slots, thanks to skill tree, is the root cause there. That is what has causes strike spam. I mean we had dual strike options, they were removed cause they were a problem and skill tree brought them back. Makes absolutely no sense.

IMO they don't inflate scores in such a way thats not helpful, damage is damage. Damage is cbills. Damage is winning.

Edited by justcallme A S H, 10 April 2019 - 06:30 PM.


#31 Vellron2005

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Posted 11 April 2019 - 12:01 AM

I only use strikes on fast light mechs that I use for scouting..

Otherwise, I almost never use Strikes anymore..

I rarely get hit by them too.. I must have some descent situational awareness, so manage to dodge them most of the time.. even on slow assaults..

Strikes are fine.. no need to modify..

Edited by Vellron2005, 11 April 2019 - 12:09 AM.


#32 Prototelis

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Posted 11 April 2019 - 12:06 AM

View PostVellron2005, on 11 April 2019 - 12:01 AM, said:


I rarely get hit by them too.. I must have some descent situational awareness, so manage to dodge them most of the time.. even on slow assaults..




LOL. Its because you're usually nowhere near the team.

#33 PhoenixFire55

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Posted 11 April 2019 - 12:09 AM

Pro tip ... stepping more than 50m away from your teammates doesn't sunndely make you dead. Do it, and strikes suddenly stop being a problem.

#34 PhoenixFire55

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Posted 11 April 2019 - 12:13 AM

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

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.


Pfft, how about no. Lights have all the mobility in the world to avoid any strike dropped on it, and if you don't see a strike dropped on you then its your fault and your fault only. If you do aggressive scouting and flanking and constantly change position like a proper light should instead of camping with your team then your light should never have any strikes dropped into its vicinity in the first place.

#35 PhoenixFire55

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Posted 11 April 2019 - 12:20 AM

View Postlazorbeamz, on 10 April 2019 - 10:08 AM, said:

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.


Pay-to-win? lol
You do know you can buy em with c-bills, right? ...
Its the same as saying that buying better mechs available for c-bills and equpping them with non-stock weapons is also pay-to-win.

View PostVonBruinwald, on 10 April 2019 - 02:36 PM, said:

Tell that to my Urbie.


You can do it in a 100t stock 30kph Annihilator, let alone Urbie. Proven by WC2018 stock tournament.

View PostPrototelis, on 10 April 2019 - 04:15 PM, said:

Move

^ Thats the key word kids.

#36 Jman5

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Posted 11 April 2019 - 04:23 AM

View PostPhoenixFire55, on 11 April 2019 - 12:13 AM, said:


Pfft, how about no. Lights have all the mobility in the world to avoid any strike dropped on it, and if you don't see a strike dropped on you then its your fault and your fault only. If you do aggressive scouting and flanking and constantly change position like a proper light should instead of camping with your team then your light should never have any strikes dropped into its vicinity in the first place.


It's not about getting out of the way after staring at red smoke right for five seconds. There are plenty of times where I am turning a corner to engage right as the strike initiates and I take the full brunt of it. Nothing short of a time machine could save me there. All the moving around in the world doesn't help if you're simply in the wrong place at the wrong time.

Quote

If you do aggressive scouting and flanking and constantly change position like a proper light should instead of camping with your team then your light should never have any strikes dropped into its vicinity in the first place.


How far you can roam from your team is largely going to depend on your build. ECM mechs have more freedom because you don't light up like a beacon on everyone's radar when one guy sees you. Mechs that can burn a straggling opponent down fast can roam a little more freely because they're out of the engagement before reinforcements arrive. Mechs with long range can set up away from the team because their range and speed lets them move more independently. Mechs with none of those need to hang closer to the main team because they do better supporting the main force rather than trying to chip away at the fringes.

Regardless of how you feel is the best way to play lights this wasn't just about them, but mediums and heavies too. A Hunchback taking a strike to the face hurts way more than it does for an Atlas.

Strikes should be about bombarding entrenched positions, or suppressing and wearing down the enemy team. In a game without respawns, I think it's a mistake to make smaller mechs take so much damage from a single consumable.

#37 PhoenixFire55

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Posted 11 April 2019 - 04:38 AM

View PostJman5, on 11 April 2019 - 04:23 AM, said:

It's not about getting out of the way after staring at red smoke right for five seconds. There are plenty of times where I am turning a corner to engage right as the strike initiates and I take the full brunt of it. Nothing short of a time machine could save me there. All the moving around in the world doesn't help if you're simply in the wrong place at the wrong time.

If a strike is dropped there, it means that there was something there before you showed up, like a friendly assault maybe ... or five. If you have the chance to go somewhere else other than to, again, hug your assaults even if briefly, you should use it. And if you didn't have said chance, and was in fact forced into that specific position, even if briefly, then I can only aplaud the skill of a person who timed the strike to hit both yourself and whatever other teammates were there at the moment.

View PostJman5, on 11 April 2019 - 04:23 AM, said:

How far you can roam from your team is largely going to depend on your build. ECM mechs have more freedom because you don't light up like a beacon on everyone's radar when one guy sees you. Mechs that can burn a straggling opponent down fast can roam a little more freely because they're out of the engagement before reinforcements arrive. Mechs with long range can set up away from the team because their range and speed lets them move more independently. Mechs with none of those need to hang closer to the main team because they do better supporting the main force rather than trying to chip away at the fringes.

It is essentially your choice and your choice only what you do and subsequently what you risk. I'd rather risk "lighting up like a beacon", drawing aggro and fighting it out on my terms than sticking with the team and going where they want to go and being at the risk of eating a strike in the face because of it.

View PostJman5, on 11 April 2019 - 04:23 AM, said:

Regardless of how you feel is the best way to play lights this wasn't just about them, but mediums and heavies too. A Hunchback taking a strike to the face hurts way more than it does for an Atlas.

Yes, and at the same time unless that Hunchback is being stupid and standing still for an extended periods of time it is far harder to land a strike on it than on an Atlas.

View PostJman5, on 11 April 2019 - 04:23 AM, said:

Strikes should be about bombarding entrenched positions, or suppressing and wearing down the enemy team. In a game without respawns, I think it's a mistake to make smaller mechs take so much damage from a single consumable.

And again, smaller mechs have way more ability to avoid this damage than bigger ones. If they fail to do it, they pay the price. It is perfectly fair.

Personally I play lights a lot. Getting striked is like the last thing I worry about tbh. Probably because I almost never "stick with the team". Sure it happens occasionally, but its so rare that I can't be bothered less by 1 match out of a 100 being totally ruined by an unfortunate/skilled strike.

Edited by PhoenixFire55, 11 April 2019 - 04:39 AM.


#38 Blacksheep One

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Posted 11 April 2019 - 05:12 AM

View Postlazorbeamz, on 10 April 2019 - 10:08 AM, said:

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.


There's "Watch for/call out the smoke and move out of the way." And I don't think you know what "Pay to win" means. Everyone has access to them.

#39 Blacksheep One

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Posted 11 April 2019 - 05:19 AM

View PostKroete, on 10 April 2019 - 10:13 AM, said:

Make them objects with weight and space needed.


You are calling for an artillery or air strike. Your 'mech has a radio built in. Zero reason to have "weight," and as far as space, they're already taking from 20-100% of your consumables if you decide you want them. Make more (and useful) consumables to choose from if you want to limit their use. Chaff. Radar reflector (false ping for 30 seconds, destructable.) Others have been suggested as well.

#40 Weeny Machine

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Posted 11 April 2019 - 10:16 AM

View PostRickySpanish, on 09 April 2019 - 11:01 AM, said:

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.


They could finally implement ARROW IVs and scrap the idiotic strikes





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