CCP Rattati wrote:It would be a pinpoint strike, anywhere, not only MCC. Waste it on a single tank if you want, probably miss him if you do, rather than do obscene MCC damage and potentially win the match.
Story time!
Back in closed beta, I had the chance to be a squad leader in a decent group. We managed to get an Orbital Strike. Without much information on the game, I did some tactical thinking: "What would happen if I used this on the MCC?"
I dropped it and using my Sniper Rifle, I watched as some of the shots did no damage. That sucks. We lost the match; I gained some valuable intel.
However, I also noticed that some of the shots missed the MCC entirely.
Over the course of the game, if we happened to find snipers on the top of the MCC, it was common practice to try and get them off using a Precision Strike (note: this was before the time of the ADS too). But over the course of time, I noticed it was very difficult to target the MCC and sometimes very easy to miss.
MCC snipers have virtually been eliminated due to the range nerf but I wanted to highlight the fact that the MCC is hard to hit with a Precision Strike. Could this potentially carry over to the Squad Focused Strike (which will probably be nicknamed the "MCC strike")?
I want to put forth a solution to this. A lock-on system.
Now before you think that this strike will be able to lock-on to vehicles or infantry, you would be dead wrong and I would hate to see something like that in place. The lock-on system would work solely with the enemy MCC. We can use an in-game asset as well to illustrate the MCC as a possible lock-on target: the Attack squad order animation. With this, the squad leader could highlight the MCC, the cursor would snap to it when it gets close, and press X to bring in the rain.
Otherwise, we'd hear complaints about a very high WP strike being accused of being RNG because mercs are missing their strike by 100 meters due to a poor relationship between a map cursor and a pseudo 2-D map.
EDIT:
CCP Rattati wrote:Until we get that "one per equipment category" setting I want
Not sure how I feel about this.
Can you elaborate on your intention with this?
If I'm interpreting this right, that means "1 equipment type at a time". If I had R-9 Uplinks in 1 equipment slot, deployed both of them, and then tried to lay down a N/11 Flux Uplink, both R-9s pop as my N/11 goes active.
Using the nanohive example from before, I lay down a Ishukone Nanohive down for people to get ammo. But then I lay down a Wiyrkomi Triage Nanohive, the Ishukone pops.
Finally, this is one nobody will bring up as only I and a very select few having these on our suits: Proxy Mines.
I lay down minefields and entrances that vehicles frequent. This will easily kill LAVs and will either kill or severely injure tanks. From my understanding, I lay down my 4 Proximity Mines. But the moment I lay down a F/49 Proximity Mine, those 4 standard Proxies disappear.