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Patch 1.3.307 Is Live!


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#21 AlmightyAeng

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Posted 29 July 2014 - 09:59 AM

View PostCrotch RockIt, on 29 July 2014 - 09:59 AM, said:

Seems kinda odd to me that PGI thought the SHD-2H needed a module buff. Not that I'm complaining though. :)


Or that the Catapract...2X...needed a nerf? Lol.

#22 DeathlyEyes

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Posted 29 July 2014 - 10:01 AM

This patch just further proof that whoever is making balance decisions has a complete disconnect from actual game play. This is painfully obvious with the decisions made for the module slots. Currently too many players are taking Both Artillery Strikes and Air Strikes. The changes to the module system only further encourage this by separating their slot locations and allowing almost all mechs 2 consumable modules. The other concerning thing is that many mechs that weren't overly used seem to have the least number of module slots despite not being a huge balance issue. Meanwhile mechs like the 3D and Dragon Slayer have the standard module configuration.

The lack of any communication on the current state of jump jets is also very concerning.

Edited by SLDF DeathlyEyes, 29 July 2014 - 02:19 PM.


#23 Bront

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Posted 29 July 2014 - 10:02 AM

So, the poor Jenner-K gets a nerf by losing it's extra module slot.

1 Mech slot is now the default? Wow, that ruins a lot of current builds, since any mech could use 2 once mastered, most could use 3.

Not happy.

Edit: Missed the mastery slot gives you an extra "mech" slot. Not quite as unhappy, though still too many consumable modules IMHO.

Edited by Bront, 29 July 2014 - 10:10 AM.


#24 Mechteric

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Posted 29 July 2014 - 10:02 AM

Quote

Fall Damage Balancing


While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
Light 'Mechs start taking damage at 37 m/s
Medium 'Mechs start taking damage at 34 m/s
Heavy 'Mechs start taking damage at 32 m/s
Assault 'Mechs start taking damage at 30 m/s



Quote

Changed ft/s fall speed indicator to read in m/s


So since meters are bigger than feet, does this mean that it should be much nicer now when only falling one elevation level? Or were the previous numbers calculated under the hood in m/s but then the display showed ft/s?

Edited by CapperDeluxe, 29 July 2014 - 10:03 AM.


#25 Sarlic

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Posted 29 July 2014 - 10:02 AM

Apologies for the question if answered;

Any word om refund on the invested modules? I got 8 Atlas equipped with one or more mech modules. With one mech module per mech after the patch, the rest of the invested mech modules has no use.

Edited by Sarlic, 29 July 2014 - 10:05 AM.


#26 stjobe

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Posted 29 July 2014 - 10:02 AM

So...

You now need to do 74 points to destroy a HBK-4G's RT instead of 64; although the AC/20 can be critted out after 40 damage just as usual.

And you need 58 points to destroy a CN9-A's LA instead of 48.

The AWS-8Q can take 117 armour on the CT instead of 100.

I dunno... Sounds underwhelming to me at first glance.

#27 TercieI

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Posted 29 July 2014 - 10:04 AM

View PostGhost Badger, on 29 July 2014 - 09:59 AM, said:


Or that the Catapract...2X...needed a nerf? Lol.


? It's 3/2/1 instead of the standard 2/2/1?

If you assume the weapon modules have positive value (stop laughing), that makes it seems like you could equip one for each weapons system, ostensibly a buff.

Or did I just re-make your point?

#28 Goosfraba

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Posted 29 July 2014 - 10:04 AM

View Postxeromynd, on 29 July 2014 - 08:56 AM, said:









Could it be???? The second coming?




#29 Bilbo

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Posted 29 July 2014 - 10:05 AM

View PostSarlic, on 29 July 2014 - 10:02 AM, said:

Any refund on the invested modules? I got 8 Atlas equipped with one or more mech modules. With one mech module per mech after the patch, the rest of the invested mech modules has no use.

My 3 D-DC's alone just lost the use of 2 modules apiece. I am not at all happy.

#30 AlmightyAeng

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Posted 29 July 2014 - 10:05 AM

Niko...in this system, how does Mastering a mech apply? Is it an extra mech module?

Edit: OP was edited, and this was answered.

Quote

Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.
Once you mastered a 'Mech you will gain an extra 'Mech module slot.

Edited by Ghost Badger, 29 July 2014 - 10:07 AM.


#31 ApolloKaras

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Posted 29 July 2014 - 10:06 AM

View PostMuonNeutrino, on 29 July 2014 - 09:58 AM, said:

Snip



Lets give it a chance before we blow it up.


I think this is a fantastic step forward!!

Edited by Saxie, 29 July 2014 - 10:07 AM.


#32 AlmightyAeng

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Posted 29 July 2014 - 10:08 AM

View PostBilbo, on 29 July 2014 - 10:05 AM, said:

My 3 D-DC's alone just lost the use of 2 modules apiece. I am not at all happy.

Ditto.

#33 Heffay

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Posted 29 July 2014 - 10:08 AM

View PostSarlic, on 29 July 2014 - 10:02 AM, said:

I got 8 Atlas


Err... what???

#34 Cromwill

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Posted 29 July 2014 - 10:09 AM

New mech?

#35 AlmightyAeng

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Posted 29 July 2014 - 10:09 AM

View PostCromwill, on 29 July 2014 - 10:09 AM, said:

New mech?


Nope.

#36 Sereglach

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Posted 29 July 2014 - 10:10 AM

These patch notes are incredible! I'm really looking forward to giving this a shot and seeing how things function with the new module systems.

Now all we need are the Flamer fixes promised so long ago (like I said, I'll keep mentioning them), and for these kinds of quirks to appear on all mechs, and it'll be overwhelmingly, incredibly Awesome! (Couldn't go without mentioning that guy . . . he really deserved that kind of treatment and hopefully it brings about a second coming for the big lug).

#37 TercieI

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Posted 29 July 2014 - 10:11 AM

View PostBilbo, on 29 July 2014 - 10:05 AM, said:

My 3 D-DC's alone just lost the use of 2 modules apiece. I am not at all happy.


My RVN-3L as well. I rarely ran more than one consumable on it, usually none PUGging.

#38 NoSkillRush

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Posted 29 July 2014 - 10:11 AM

View PostNikolai Lubkiewicz, on 29 July 2014 - 09:53 AM, said:

Patch Notes are now available on the OP


Thank you much for yet another awesome patch!! Any news on when crossfire will be supported?

#39 PhoenixFire55

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Posted 29 July 2014 - 10:14 AM

I'll keep my feedback short. You can put your precious consumables up your ***.

#40 Morang

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Posted 29 July 2014 - 10:14 AM

Have you just renamed ft/s to m/s in fall damage indicator? Or can mechs now fall 3 times faster w/o taking damage?





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