o7 warriors,
Is strike availability based on timer or position (grid)?
I notice often the strike is available but when I jump or move, it's unavailable right away.
Thank you.
Strikes Availability
Started by CUTE PUPPY LUV, Apr 28 2019 03:51 PM
7 replies to this topic
#1
Posted 28 April 2019 - 03:51 PM
#2
Posted 28 April 2019 - 04:05 PM
Its a shared timer. When the fighting is hot people are spamming those keys like crazy and strikes can go faster than you can notice they can be used.
#3
Posted 28 April 2019 - 04:18 PM
Yoy mean for a period of timer only 1 strike is avaiable for our team? So we cannot place 2 strikes at the same.time?
#4
Posted 28 April 2019 - 04:45 PM
CUTE PUPPY LUV, on 28 April 2019 - 04:18 PM, said:
Yoy mean for a period of timer only 1 strike is avaiable for our team? So we cannot place 2 strikes at the same.time?
Yes to both questions.
Those players whining about getting hit by 10 strikes per match, yeah this is the reason why people don't take them seriously lol.
#5
Posted 28 April 2019 - 05:30 PM
If we had long Toms, then for sure we wouldn't need air strikes, or artys. But....
#6
Posted 28 April 2019 - 06:53 PM
You need to be really quick if you want to use the strikes. Sometimes I can't use them 'cause so many teammates beat me to it and by the time they're ready again, there's no point in using it.
#7
Posted 28 April 2019 - 07:21 PM
Strikes used to have no cooldown timer at all- consumables also used to be balanced on a per-chassis basis. Turns out, having a dozen of them or more dropped one after another is kinda broken, so... now strikes have a shared cooldown (funny, the things people forget about). It makes sense, if you think about it. It's not as if whatever faction fielded your company is going to set up separate artillery battery and an on-call aerotech fighter for every single Mechwarrior.
The fact that the cooldown timer is almost always running from the moment strikes unlock strongly suggests there is still a bit of an issue there. Not that there aren't still people claiming we'd be better off with more consumable spam instead of less.
The fact that the cooldown timer is almost always running from the moment strikes unlock strongly suggests there is still a bit of an issue there. Not that there aren't still people claiming we'd be better off with more consumable spam instead of less.
#8
Posted 28 April 2019 - 07:45 PM
WrathOfDeadguy, on 28 April 2019 - 07:21 PM, said:
Strikes used to have no cooldown timer at all- consumables also used to be balanced on a per-chassis basis. Turns out, having a dozen of them or more dropped one after another is kinda broken, so... now strikes have a shared cooldown (funny, the things people forget about). It makes sense, if you think about it. It's not as if whatever faction fielded your company is going to set up separate artillery battery and an on-call aerotech fighter for every single Mechwarrior.
The fact that the cooldown timer is almost always running from the moment strikes unlock strongly suggests there is still a bit of an issue there. Not that there aren't still people claiming we'd be better off with more consumable spam instead of less.
The fact that the cooldown timer is almost always running from the moment strikes unlock strongly suggests there is still a bit of an issue there. Not that there aren't still people claiming we'd be better off with more consumable spam instead of less.
Ahhh i remember airstrikes without team cooldown. That **** was hilarious on forest colony if one team funneled through the tunnel. 12 pristine mechs walk in, 6 smoking paperweights come out.
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