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Strike Spam - How To Nerf Them Without Making Them Ineffective


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#61 Mystere

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Posted 13 April 2019 - 04:27 PM

View PostDee Eight, on 13 April 2019 - 04:08 AM, said:

They removed the ability for strike bomblets to critical hit the head over a year ago (so that ton of ammo you had there isn't going to explode from an airstrike to the face) ...


As usual, the change was made because someone cried, loudly.

I've said it before and I will say it again. Half of the problems with this game can be traced back to the very whiny player base. <smh>

Edited by Mystere, 13 April 2019 - 04:28 PM.


#62 Mystere

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Posted 13 April 2019 - 04:34 PM

View PostBush Hopper, on 13 April 2019 - 04:33 AM, said:

Sometimes strikes are place in spots where you can't see them ...


So what?

Oh, I forgot. People get pissed at things that can hit them but which they cannot see. No wonder IDF gets a bad rap.


View PostBush Hopper, on 13 April 2019 - 04:33 AM, said:

and they "punch through" obstacles which would usually protect you - for a heavy or assault that's not much of a problem. A light mech, however, looks pretty shredded


So demand that they be fixed. It's a more reasonable course of action.

But, no, a large chunk of this player base would rather that things be removed entirely -- maps, play styles, Mechs, weapons, equipment, whatever they do not approve of.

View PostKhobai, on 13 April 2019 - 01:59 PM, said:



And the spammability is still the biggest issue of all. A while ago PGI limited strikes to 1 per mech. But then they forgot why they limited them to 1 per mech and allowed multiple strikes per mech again.


Did you conveniently forget that exactly only one can be used at any given time and they have a long cooldown? I don't know about you, but that does not sound like "spam" to me.


View PostKhobai, on 13 April 2019 - 01:59 PM, said:


Im convinced the best solution for strikes is just to remove them from the game completely.

Why not just require TAG? All you really need is a radio and a way to designate target position.

Why should things always be "just remove them"?


Edited by Mystere, 13 April 2019 - 04:44 PM.


#63 Nesutizale

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Posted 14 April 2019 - 01:28 AM

Useing TAG instead of a consumable could also be an option. Problems that remain are:

- Number of strikes per team is so high that you can basicly spam the entrie match, in the worst case.

- People blocking the use of strikes by using them themself and you are set to cooldown when you just had the perfect position and timing for your own strike.

- Very little in the risk to reward, just peak a very little and you can setup a nice strike...with better teams that warn each other of smoke the damage can be reduced but QP and team coordination?

- You have to bring very little to the table for a consumable. 40.000 CB isn't that much. Even in a bad match you should be able to make more money then that. Sure when you have more strikes loaded then it might effect your income but most people, I would guess, have an UVA and strike as their basic loadout.
Contrast that with any other weapon you have where you have to spend a lot more in money, weight, heatmanagement, crits and so on.
I would say haveing people playing dedicated support mechs or at least spend some part of their mech to support it would be a bit more interesting. Like with LRMs you could try to get under their minimal range for example or have light mechs hunt supportmechs down. It could provide a bit more of diversity in gameplay.

#64 Horseman

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Posted 14 April 2019 - 05:32 AM

View PostNesutizale, on 14 April 2019 - 01:28 AM, said:

- People blocking the use of strikes by using them themself and you are set to cooldown when you just had the perfect position and timing for your own strike.
That is not a problem... it prevents strikes from becoming ACTUALLY spammable. When the strike cooldown was not global, you'd see premades in FP dropping 12 strikes on top of the advancing enemy line. What enemy line?

Quote

- Very little in the risk to reward, just peak a very little and you can setup a nice strike...with better teams that warn each other of smoke the damage can be reduced but QP and team coordination?
Even in QP, if the team has enough common sense to communicate with one another. And I strongly disagree with your "little risk to reward" notion - for the strikes to be at their most effective, you have to have LOS to an entire group of enemies. Good luck surviving that.

Quote

- You have to bring very little to the table for a consumable. 40.000 CB isn't that much. Even in a bad match you should be able to make more money then that. Sure when you have more strikes loaded then it might effect your income but most people, I would guess, have an UVA and strike as their basic loadout.

How much 40000 CB is for you will depend on your earnings.

Quote

Contrast that with any other weapon you have where you have to spend a lot more in money, weight, heatmanagement, crits and so on.
Contrast that to recurring cost for using consumables. Let's say you spent a million C-Bills on a gun and ammo - you get to use that gun and ammo forever at no extra cost. A million spent on strikes? 25 uses, no more.

Edited by Horseman, 14 April 2019 - 05:38 AM.


#65 Mystere

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Posted 14 April 2019 - 06:49 AM

View PostNesutizale, on 14 April 2019 - 01:28 AM, said:

Useing TAG instead of a consumable could also be an option. Problems that remain are:

- Number of strikes per team is so high that you can basicly spam the entrie match, in the worst case.


Once again, the long cooldown and only-one-at-a-time mode is not "spam".


View PostNesutizale, on 14 April 2019 - 01:28 AM, said:

- People blocking the use of strikes by using them themself and you are set to cooldown when you just had the perfect position and timing for your own strike.

- Very little in the risk to reward, just peak a very little and you can setup a nice strike...with better teams that warn each other of smoke the damage can be reduced but QP and team coordination?

- You have to bring very little to the table for a consumable. 40.000 CB isn't that much. Even in a bad match you should be able to make more money then that. Sure when you have more strikes loaded then it might effect your income but most people, I would guess, have an UVA and strike as their basic loadout.


Once again, TAG.

Edited by Mystere, 14 April 2019 - 06:49 AM.


#66 Khobai

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Posted 14 April 2019 - 09:05 AM

View PostMystere, on 14 April 2019 - 06:49 AM, said:

Once again, the long cooldown and only-one-at-a-time mode is not "spam".


having a short cooldown is not a requirement for something to be spammed though. if its occurring multiple times per game and being used as much as it possibly can every single time it possibly can get used. that is spam.

So strikes are definitely spammed by any definition of the word.

Edited by Khobai, 14 April 2019 - 09:10 AM.


#67 foefaller

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Posted 14 April 2019 - 12:42 PM

I think what's missing is counterplay beyond just "move, stupid." Not to say that "move, stupid" isn't very effective; it is perhaps the most effective way to avoid any damage, but it's kinda passive, and more ways would both let the victims targets have more agency in countering strikes, and give the person using it more to consider than "Will they see the smoke before it's too late?"

Maybe the fighters delivering airstrikes could be something you can actually shoot down, like UAVs. If you can do it before they deliver their payload, that's awesome, but even doing so as they are speeding away could delay or even disable future enemy airstrikes, plus get a nice CB bonus. It even fits with the lore, with mechs like the Jagermech being purpose built for AA.

For artillery strikes, I like the earlier idea that the artillery or their spotters are a physical presence on the map that can be destroyed to end them altogether. I could also see there being an installation that can be captured and fought over to enable them, because it's giving your side satellite coverage or some other means to seeing the marking smoke.

#68 justcallme A S H

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Posted 14 April 2019 - 02:36 PM

View PostSsamout, on 13 April 2019 - 02:34 PM, said:

.. said khobai ... lol


Yeah there is more ironing there than a drycleaners.

The thread started off semi ok fir a change. But then the usual suspects come along without any idea of actual game play and now it's totally divuled into pointless posts. None of which contain any actual facts, again as usual.

#69 HammerMaster

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Posted 14 April 2019 - 04:39 PM

View Postjustcallme A S H, on 14 April 2019 - 02:36 PM, said:

But then the usual suspects...

Posted Image

Posted Image

#70 PhoenixFire55

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Posted 15 April 2019 - 03:48 AM

View PostBush Hopper, on 13 April 2019 - 04:33 AM, said:

Awww could you shove your ***** elitist attitude for once?

Nope. I've worked hard to become elite. Now kneel and listen to what I say scrubs.

#71 Bud Crue

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Posted 15 April 2019 - 04:18 AM

I read through a few of the posts on each page of this thread, and so I may have missed it, but has anyone actually articulated just why it is we want to nerf strikes to begin with, or provided evidence to illustrate the basis for them needing a nerf?

I’m a slow reflex drunk and so I get hit by them a lot, and I mean a lot, and yet I don’t see them as much of a big deal; just push on through and try to avoid the “friendly” ones. No biggie. Then again I get told repeatedly that what I experience in game is totally not the norm, so maybe they are the bane of other’s games. So anyway, what’s the problem with strikes (besides my poor timing preventing me from getting mine off half the time)?


#72 McGoat

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Posted 15 April 2019 - 04:25 AM

Strikes are fine.

#73 Mystere

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Posted 15 April 2019 - 07:31 AM

View PostPhoenixFire55, on 15 April 2019 - 03:48 AM, said:

Nope. I've worked hard to become elite. Now kneel and listen to what I say scrubs.


Well, I sure hope you do not meet someone like her and end up like poor Dickon Tarly. Posted Image

Edited by Mystere, 15 April 2019 - 07:31 AM.


#74 SlippnGriff

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Posted 15 April 2019 - 08:00 AM

I dont think thats the solution.
What i would want is a major nerf to direct hit damage. Either remove direct hits altogether, or heavily nerf the damage on direct hits by %70 or a large percentage.
Also not adding anything else, done increase aoe or something stupid, just give them a flat nerf





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