Strike Spam - How To Nerf Them Without Making Them Ineffective
#41
Posted 11 April 2019 - 03:26 PM
Artillerie Cannons
Artillery Cannons are variations of standard artillery pieces. These smaller, snub-nosed versions of Long Toms, Snipers and Thumpers provide for area-effect fire at the expense of their typical firing range.
Tradeoff would be that these are heavy and I think the Longtom would have the problem that its not fitting into a mech as it would need to be split.
Still the smaller versions could be of interest IF a player would be willing to sacrifice a lot of other options of equipment. You would be quite fixed to your specific role.
Also it would be problematic on how to aim these. Do we use an LRM kinda way or does the Pilot has to see where he is shooting at like with normal strikes? I would prefere later as the advantage of beeing able to fire several shots should be taken with a risk
Thunderbolt missile launcher
This is basicly an LRM that fires one missile instead of several. Add some splash damage and the option to shoot at the ground when you have line of sight and you have a mini artillery. Drawback would be that AMS could shoot it down pretty fast, one would have to balance that out.
Still it would be a nice alternative to LRMs and players could use them in a more traditinal way as LRMs, so not to become totaly useless/overspecialised.
Swarm-I LRM Ammo
This is a bit of an odd thing. You fire your missiles like a normal LRM BUT instead of hitting the target the missiles break up into a swarm, hence the name, of small missiles that try to find their targets.
The way that could work for MWO could be that you combine the LB-X and LRM. You fire your missiles as usual and...lets say 100m above the target the missile will be replaced with a spread of projectiles like the LB-X spread. That way you would hit, in a small radius, targets in addition to your primary target. I think that wouldn't make the missile to powerfull but at the same time be usefull to break up enemys that are standing to close together.
Else the original way the Swarm is discribed is that all missiles that don't hit the target hit something next to it. Kinda like a Streak that hits multiple targets instead of one. That could also be an interesting option but I think would make the missiles to powerfull.
#42
Posted 11 April 2019 - 03:32 PM
Nesutizale, on 11 April 2019 - 03:26 PM, said:
Artillerie Cannons
Artillery Cannons are variations of standard artillery pieces. These smaller, snub-nosed versions of Long Toms, Snipers and Thumpers provide for area-effect fire at the expense of their typical firing range.
Tradeoff would be that these are heavy and I think the Longtom would have the problem that its not fitting into a mech as it would need to be split.
Still the smaller versions could be of interest IF a player would be willing to sacrifice a lot of other options of equipment. You would be quite fixed to your specific role.
Also it would be problematic on how to aim these. Do we use an LRM kinda way or does the Pilot has to see where he is shooting at like with normal strikes? I would prefere later as the advantage of beeing able to fire several shots should be taken with a risk
Thunderbolt missile launcher
This is basicly an LRM that fires one missile instead of several. Add some splash damage and the option to shoot at the ground when you have line of sight and you have a mini artillery. Drawback would be that AMS could shoot it down pretty fast, one would have to balance that out.
Still it would be a nice alternative to LRMs and players could use them in a more traditinal way as LRMs, so not to become totaly useless/overspecialised.
Swarm-I LRM Ammo
This is a bit of an odd thing. You fire your missiles like a normal LRM BUT instead of hitting the target the missiles break up into a swarm, hence the name, of small missiles that try to find their targets.
The way that could work for MWO could be that you combine the LB-X and LRM. You fire your missiles as usual and...lets say 100m above the target the missile will be replaced with a spread of projectiles like the LB-X spread. That way you would hit, in a small radius, targets in addition to your primary target. I think that wouldn't make the missile to powerfull but at the same time be usefull to break up enemys that are standing to close together.
Else the original way the Swarm is discribed is that all missiles that don't hit the target hit something next to it. Kinda like a Streak that hits multiple targets instead of one. That could also be an interesting option but I think would make the missiles to powerfull.
Mech Mortars too!
For aiming mortars and other artillery they should just be direct fire weapons with a parabolic arc. To make the shots go over hills you have to aim high above your intended target. Just like the Long Tom in MW4.
Edited by FupDup, 11 April 2019 - 03:37 PM.
#43
Posted 11 April 2019 - 03:52 PM
Add a function for a second Pilot with the Command Console and you would give that also a reason to exist.
That would be one hell of a thing for FW, I would say. A good team with a commander that can concentrate on the battlegrid and order strikes from the command mech while someone else is driving it....one can only dream.
#44
Posted 12 April 2019 - 06:40 AM
#45
Posted 12 April 2019 - 02:59 PM
#46
Posted 12 April 2019 - 03:00 PM
#47
Posted 12 April 2019 - 03:28 PM
#48
Posted 12 April 2019 - 03:43 PM
Its just not much of an issue.
#49
Posted 12 April 2019 - 04:01 PM
Prototelis, on 12 April 2019 - 03:28 PM, said:
< ^ >
Weee I have arrows too!
Also as always. A difference of opinion.
VitriolicViolet, on 12 April 2019 - 03:43 PM, said:
Its just not much of an issue.
For me its not so much the frequency (albeit annoying), its the fact that its watered down drek. That's someones job on the battlefield to direct and send artillery. No one is available due to mechanics and what not. And you sure as heck shouldn't be getting ANY credit for damage. YOU DIDN'T DO IT. Never mind the other bs no slot/tons consumables. It matters ZERO to me that in theory I could use it to.
IMPROPERLY Implemented.
Edited by HammerMaster, 12 April 2019 - 04:35 PM.
#50
Posted 12 April 2019 - 04:36 PM
Now strikes do a maximum of 15 damage per component location per hit, and thus to detonate a fresh mech with one requires stripping the armor off a location and then having enough damage remaining to also strip away valuable structure or to detonate something explosive via a critical hit. Now a side torso loss for example on a light mech with an XL or LFE (running hot) is one way to do it. Another is to hit ammunition in a section that can ill afford being detonated, again say because someone put an XL engine onto their assault mech and then transferred most of the side torso armor to the front and forgot the fact that the CASE just prevents damage transfer... it doesn't prevent ammo explosions from ripping out all the internal structure in that location.
Now back to that morning mining collective match... i then typed in all chat...
"Strike kill.... never stand still on the E4 corner"
And then most of the enemy team moved from that spot...everyone except for a bushwacker and fafnir who then got hit by my next strike... and they still stayed there. With their backs to me, ignoring their HUD info showing they were being hit from behind... and after I killed the fafnir i typed...
"what did I say about not standing still at E4 ?"
Edited by Dee Eight, 12 April 2019 - 04:40 PM.
#51
Posted 12 April 2019 - 04:45 PM
Strike kills have almost nothing to do with limited back armor, that dude ate it because he was unlucky and you know it.
#52
Posted 12 April 2019 - 05:30 PM
Prototelis, on 12 April 2019 - 04:45 PM, said:
Strike kills have almost nothing to do with limited back armor, that dude ate it because he was unlucky and you know it.
Well...you can keep on thinking that but those of us who know better will just go on getting kills against people who front load.
#53
Posted 12 April 2019 - 08:39 PM
Dee Eight, on 12 April 2019 - 05:30 PM, said:
Well...you can keep on thinking that but those of us who know better will just go on getting kills against people who front load.
I just lean backward so the bombs land on my front armor.
If I'm aware of a strike incoming I tend to look upward anyways, in the case that it's an airstrike I can try to gauge it's trajectory if I can spot the inbound aircraft.
#55
Posted 13 April 2019 - 04:08 AM
Nesutizale, on 13 April 2019 - 03:55 AM, said:
Just imagne it on the battlefield: "Look there are bombs incomming I will catch them with my face" *HEADSHOT*
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) but the blasts can still damage the head normally. So if you happened to be one of those players without any head armor at all at the start of the match, and you then received a strike bomblet right to the head box.... and only had the base 15 structure...hasta la vista baby.
#56
Posted 13 April 2019 - 04:33 AM
PhoenixFire55, on 11 April 2019 - 12:09 AM, said:
Awww could you shove your ***** elitist attitude for once?
There are more problems than meets the eye. Sometimes strikes are place in spots where you can't see them 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
Yeah, we are just mortals and do not have your complete unfailable 360 degree awareness of our surroundings
Edited by Bush Hopper, 13 April 2019 - 04:37 AM.
#57
Posted 13 April 2019 - 05:00 AM
Bush Hopper, on 13 April 2019 - 04:33 AM, said:
Edited by Horseman, 13 April 2019 - 05:00 AM.
#58
Posted 13 April 2019 - 05:02 AM
Horseman, on 13 April 2019 - 05:00 AM, said:
I rarely see that happen. The exception is Mining Colony and now also Forest Colony Classic - the latter also only when people hide like moles.
That being said, the strike spam is a problem for the lower weight classes.
#59
Posted 13 April 2019 - 01:59 PM
Bush Hopper, on 13 April 2019 - 04:33 AM, said:
Awww could you shove your ***** elitist attitude for once?
There are more problems than meets the eye. Sometimes strikes are place in spots where you can't see them 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
Yeah, we are just mortals and do not have your complete unfailable 360 degree awareness of our surroundings
phoenix is an idiot ignore him.
strikes absolutely have problems like not being able to see the redsmoke, going through cover, and sometimes its just physically impossible to walk out of the radius in time.
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.
Im convinced the best solution for strikes is just to remove them from the game completely. And add mech-based artillery weapons instead. Let the players themselves fill the support fire role. Because at least then theres a considerable crit/tonnage cost associated with the artillery weapons and you have to protect your artillery mechs.
Edited by Khobai, 13 April 2019 - 02:04 PM.
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