Support - Air Strike

Discussion in 'Monday Night Combat PC Wishlist' started by Dead Meat, January 26, 2011.

  1. Dead Meat

    Dead Meat New Member

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    Can you add a 1/4 second delay (or something appropraite) between throws?

    Reason 1: When in the heat of battle I try and tag someone with an ari strike only to have all 3 go out at once, and missing the target. This leave me with none left and I quickly die. The recharge time is also a factor if I only inteneded 1 to go out, I don't have to wait as long to get back to having 2 or 3 available.

    Reason 2: Suicide bombers rush into a battle and quickly launch all 3 of their air strikes at a turret just before dieing. Interesting tactic and I've used it myself, but having a delay, even a slight one, would give the defence team a small chance of avoidance.

    Thanks

    PS I love the game and have been playing since the very start of Beta. The updates have been great, even though I miss my Turret-killer Assassin.
  2. BroTranquilty

    BroTranquilty New Member

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    sorry, might not be the best idea because of the airstrike regen. supports would start to complain that they cant nuke a target with lvl3. having 3 in a row you can use together at any time with churros able to regen skills was the reason airstrike cooldown was increased. nerfing them again would make it necesary for them to make the cooldown less again.

    besides, triple airstrikes are very good for non-juice servers, as its one of the only ways to take down a turret guranteed without juice being available. id like to be able to take down turtles without needing juice.

    if the devs or others like this, it might actually be a good idea if its just a second delay.
  3. Dead Meat

    Dead Meat New Member

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    The idea was to have a VERY small delay (a quarter of a second - not a full second). Basically making the triple deploy take 'some' effort instead of it being automatic.
  4. BroTranquilty

    BroTranquilty New Member

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    i wouldnt mind it too badly. id say its probably changeable serverside as well, as are most numbers and such.

    but the devs could consider this in an update. the worse that can happen is that they also need to increase airstrike regen by a small amount, making it between what it is now and what it was at release.
  5. zanarias

    zanarias Member

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    No. If you're having a problem with throwing out too many airstrikes, that's a problem on your side. There's no reason to change an entire mechanic just because someone is having a personal problem with a keypress.

    Additionally, spamming airstrikes shouldn't be a problem. The idea is preliminary caution, not panicky responses to a single support. If you can't get a support on your team to overheal a turret beforehand, then you may need to do it yourself to keep a turret alive. I believe that apart from a Level 1 LazerBlazer, any overhealed low level turret can survive anywhere from 2-6 airstrikes.

    I'm just honestly not seeing a gameplay mechanic problem, but more of a user-related issue/gripe.
  6. traitormagnus

    traitormagnus Member

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    A big part of competitive games is the ability to make mistakes, and having to deal with the consequences.

    I know this isn't what the OP had in mind, but I couldn't help myself:
    [​IMG]

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