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Patch Notes - 1.4.59 - 15-Mar-2016


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#1 InnerSphereNews

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Posted 11 March 2016 - 04:58 PM

Upcoming Patch - March 15th 2016 from 10AM – 1PM PDT
Patch Number: 1.4.59.0
Patch Size: 6.6 GB

Greetings MechWarriors,

Starting with the release of the Marauder last year, we have had the immense pleasure of reintroducing some of the most iconic and classic BattleMechs in BattleTech history back into the world of modern MechWarrior. As of this patch the Archer is once again stomping onto the battlegrounds of the Inner Sphere, rounding out a lance of Classic Inner Sphere Heavies already comprised of the Marauder, Warhammer, and Rifleman.

One of the primary motivators for the introduction of the Map and Game Mode voting system in last years November 3rd patch was to allow for the addition of new Game Modes to MechWarrior Online, without splitting the matchmaking pool. This patch now sees the release of Domination, the first new Game Mode for Quick Play in MWO since the introduction of Skirmish back in 2013. Full details regarding the rules of Domination can be found in the dedicated section later in these patch notes.

This patch also sees the release of Grim Plexus, a new map for Quick Play Game Modes. Thematically based on the Grim Portico map from Faction Play, pilots can expect long sight-lines and widely accessible terrain with copious hiding spots and ambush points. The size and character of the map can be most closely compared to Tourmaline Desert.

A new assortment of Champion 'Mechs have been added to the game based on player-recommended loadouts, and with their introduction the stock of available Trial 'Mechs have also been updated. As a result of these new Trial 'Mechs, the default Faction Play DropDecks have also been updated.

If you follow our Instagram you may have already caught an early glimpse at this new addition, but this patch sees the official release of a brand new Pilot Model. Future plans are to introduce a female model for selection, distinct uniforms for Clan and Inner Sphere, and the ability to customize color channels.

With over 60 unique 'Mech chassis now available in-game, and over 200 distinct variants, texture resolutions have varied chassis-to-chassis, most often in accordance with the physical size of the 'Mech. Some of our more recent and larger 'Mechs were thus released with a maximum texture resolution of 2048x2048 (2k). With these high resolution 'Mech textures starting to appear more often on the battlefield, the lower resolution textures found on many of our older 'Mechs started to become more apparent.
To help bring all 'Mechs up to the same visual standard, this patch includes a game-wide normalization of a maximum texture resolution of 2048x2048 for all 'Mechs in the game. Your personal Texture Quality settings will still determine your in-game texture fidelity, but this sweeping upgrade will have visual benefits at every level.
As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, this patch will be significantly larger than our usual patches, weighing in just under 7GB. We apologize for any frustration this patch size may cause, but we believe the end result will be worth it.

Finally, this patch also features spawn location changes for Alpine Peaks, changes to the Conquest Game Mode, improvements to the visual feedback for the status of Flamer heat generation, changes to the Map and Game Mode voting screen, the addition of a Server Status marquee to the front-end menu's, a fix for a long-standing Warhorn audio issue, the introduction of a penalty system for Team Kills and Team Damage, and much more.

Read on for all the details, and we'll see you on the battlefield!

- The MechWarrior Team

Change Log

New Map (Quick Play)


Grim Plexus

Veterans of the ongoing war for control of the Inner Sphere in the Faction Play Game Mode will have the benefit of experience fighting among the monolithic towers of bismuth that impose over this battlefield. Grim Plexus combines long sight-lines and widely accessible terrain with copious hiding spots and ambush points in a vast and wildly undulating hilltop, fringed with a labyrinth of tall crystals. The size and character of the map can be most closely compared to Tourmaline Desert.

Dynamic Time of Day

There is no dynamic time of day sequence for this map.

Breakable Objects

There are no breakable environmental objects on this map.

Single-spawn DropShip Drop Zones (3 Drop Zones per team)

Players will drop onto Grim Plexus from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.

New Game Mode (Quick Play)


Domination

The primary goal of Domination is to claim control of the central Communications Beacon.

Each team will start a game of Domination with a team countdown timer set at 1 minute. To complete the objective and emerge victorious your team must hold the Comms Beacon for a total duration of 1 minute throughout the course of the match. The first team to reach 0:00 will be the victor.

To initiate the countdown of your teams timer, three conditions must be met:

  1. At least one member of your team must stand uncontested within a 400m radius around the Comms Beacon.
  2. This team member must not be taking fire from the enemy.
  3. There must be no enemy 'Mechs present within the 400m radius around the Comms Beacon.

Once all three conditions are met the Comms Beacon will enter the tracking phase; it is this tracking phase that runs down your timer. If you lose active control of the Comms Beacon by failing to meet any of the three conditions, the tracking phase will cease and your timer will stop counting down.
To indicate whether your team satisfies the conditions necessary to initiate tracking there are 3 new HUD indicators:


When all 3 of these indicators are green your team's timer will begin to count down.

Each team also has control over two Mobile Field Bases, which can be destroyed by enemy forces. Destroying an MFB will result in a 15-second penalty being added to your opponents timer. Timers cannot exceed 1:00 in duration, so destroying an MFB while the match is already well underway will maximize the potential advantage gained from destroying them.

In the event that the match timer runs out before either team can bring their team timer to zero, the team with the lowest duration of time remaining on their timer will win the match.

New 'Mech


Pictured variant: ARC-5S with standard Loadout and a customized House Davion Pattern

Archer (Heavy)

First produced in 2474, the Archer was designed as a long-range fire-support BattleMech that would harass an enemy at range while also causing significant damage in the process. It brought a successful mix of paired Doombud LRM 20s with a bevy of Diverse Optics medium lasers as backup weaponry for close-in work. The Archer was not only a mainstay of the Star League Defense Force, but most of the Successor States produced a variety of variants, building on the impressive original platform.

Release date for MC: June 7th 2016
Release date for C-Bills: July 5th 2016

Loadout details and discussion of this 'Mech can be found in a dedicated post here.

New Cockpit Items

• Green Beer (Standing Item): 500 MC
• Easter Egg in a Basket (Standing Item): 500 MC

Along with their complementary delivery to eligible Archer Pack owners, the following four Cockpit Items are also now available for purchase in-game:

• Phoenix Silver (Archer Hanging Item): 750 MC
• Phoenix Silver (Archer Standing Item): 500 MC
• Phoenix Silver (Archer Warhorn): 750 MC
• Phantom (Archer Early Adopter Hanging Item): 750 MC

New Badges and Titles

Archer Standard Pack (and Collector Pack)

The Bolt

Archer Collector Pack


The Bowman

These Titles and Badges are only available through their associated Archer Pack. The Collector Pack comes with both.

'Mechs Now Available for MC

Marauder

• MAD-3R: 2,640 MC
• MAD-5D: 4,370 MC
• MAD-5M: 4,315 MC
• MAD-BH2: 5,625 MC

'Mechs Now Available for C-Bills

Orion IIC

• ON1-IIC: 7,694,819 C-Bills
• ON1-IIC-A: 7,849,879 C-Bills
• ON1-IIC-B: 11,265,639 C-Bills
• ON1-IIC-C: 11,286,759 C-Bills

New Mastery Bundles Available

Five new Mastery Bundles have been added to the in-game store and the online Gift Store.

Locust Mastery Bundle
Price: 3,185 MC

• LCT-3M w/ Mech Bay
• LCT-PB Pirates' Bane w/ Mech Bay
• LCT-1E [C] w/ Mech Bay
• 30 Days of Active Premium Time

Commando Mastery Bundle
Price: 3,810 MC

• COM-2D w/ Mech Bay
• COM-TDK The Death's Knell w/ Mech Bay
• COM-1D [C] w/ Mech Bay
• 30 Days of Active Premium Time
• Commando Statue Standing Cockpit Item

Vindicator Mastery Bundle
Price: 4,990 MC

• VND-1X w/ Mech Bay
• VND-1SIB St. Ives' Blues w/ Mech Bay
• VND-1AA [C] w/ Mech Bay
• 30 Days of Active Premium Time

Awesome Mastery Bundle
Price: 9,285 MC

• AWS-8Q w/ Mech Bay
• AWS-PB Pretty Baby w/ Mech Bay
• AWS-9M [C] w/ Mech Bay
• 30 Days of Active Premium Time
• Awesome Statue Standing Cockpit Item

Battlemaster Mastery Bundle
Price: 8,705 MC

• BLR-1S w/ Mech Bay
• BLR-1GHE Hellslinger w/ Mech Bay
• BLR-2C [C] w/ Mech Bay
• 30 Days of Active Premium Time

New Champion 'Mechs

• Locust LCT-1E [C]
• Vindicator VND-1AA [C]
• Battlemaster BLR-2C [C]
• Awesome AWS-9M [C]
• Commando COM-1D [C]
• Mist Lynx MLX-Prime [C]
• Shadow Cat SHC-Prime [C]
• Ebon Jaguar EBJ-Prime [C]
• Warhawk WHK-C [C]

Loadout details for these new Champion 'Mechs can be found in a dedicated post here.

New Trial 'Mechs

The following 'Mechs now comprise the current stock of available Trial 'Mechs. New additions to the stock of Trial 'Mechs are in italics.

Inner Sphere Lights

Locust LCT-1E [C]
Commando COM-1D [C]

Inner Sphere Mediums

Vindicator VND-1AA [C]
Trebuchet TBT-7M [C]

Inner Sphere Heavies

Orion ON1-K [C]
JagerMech JM6-A [C]

Inner Sphere Assaults

Awesome AWS-9M [C]
Battlemaster BLR-2C [C]

Clan Lights

Mist Lynx MLX-Prime [C]
• Arctic Cheetah ACH-Prime [C]

Clan Mediums

Shadow Cat SHC-Prime [C]
• Stormcrow SCR-Prime [C]

Clan Heavies

Ebon Jaguar EBJ-Prime [C]
• Timber Wolf TBR-C [C]

Clan Assaults

Warhawk WHK-C [C]
• Dire Wolf DWF-W [C]

New Default Faction Play DropDecks

To reflect the above changes to the stock of available Trial 'Mechs, the default Faction Play DropDecks for Inner Sphere and Clan forces are now as follows:

Inner Sphere

• Commando COM-1D [C]
• Trebuchet TBT-7M [C]
• Orion ON1-K [C]
• Battlemaster BLR-2C [C]

Clan

• Mist Lynx MLX-Prime [C]
• Shadow Cat SHC-Prime [C]
• Ebon Jaguar EBJ-Prime [C]
• Dire Wolf DWF-W [C]

The total tonnage for both of the above default DropDecks is 235 tonnes.

The order of 'Mechs in the default DropDeck in your Faction Play screen may not necessarily reflect the exact order listed above (the Trebuchet might be placed before the Commando, for example). This will only occur if you have previously modified your Faction Play DropDeck.
If your existing DropDeck contained one or more of the previous Trial 'Mechs they will be replaced with one of the new Trial 'Mechs. As a result your DropDeck might no longer fall within the Minimum/Maximum Tonnage Requirements, and will need to be manually adjusted before you can launch a Faction Play match.

New Pilot Model

An entirely new Pilot Model has been added to the game, replacing the original.
Future plans are to introduce a female model for selection, distinct uniforms for Clan and Inner Sphere, and the ability to customize color channels.

Texture Upgrades

All 'Mechs and all Patterns that had a maximum texture resolution below 2048x2048 (2k) have been upgraded to a maximum texture resolution of 2k. As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, the March 15th patch will be significantly larger than our usual patches, weighing in at approximately 7GB. We apologize for any frustration this patch size may cause, but the end result will be worth it.

This upgrade will be most noticeable for the older 'Mechs in particular, as certain newer 'Mechs, such as the Mauler, were already at a maximum texture resolution of 2k.
A comparison image has been provided below to display the specific texture resolution employed for each Quality setting, and to demonstrate the overall improvement to texture fidelity you'll see in this patch.

Map and Game Mode Voting Screen Changes

• Once you cast a vote you will now be locked in to that selection.
• Vote percentages for the Map or Game Mode will now only be revealed after you cast a vote.

Team Kill/Team Damage Penalty System

The automated penalty system releasing in this patch is intended to penalize players who consistently engage in play behavior that results in Team Kills and/or excessive amounts of Team Damage.

The following actions will trigger this penalty system:

1 Team Kill = 1 Penalty strike
x amount of Team Damage = 1 Penalty strike

The damage threshold required for receiving a Penalty strike for Team Damage will not be made public at this time.

Multiple Penalty strikes can be received in a single match.

Example: During Match 1, 'Player A' racks up an amount of Team Damage that doubles the Penalty threshold for Team Damage. They also perpetrate 1 Team Kill. As a result of these three actions, 'Player A' will be hit with a 5 minute delay for their next matchmaking search.

Example: During Match 1, 'Player B' racks up an amount of Team Damage that triples the Penalty threshold for Team Damage. They also perpetrate 2 Team Kills. As a result of these five actions, 'Player B' will be hit with a 20 minute delay for their next matchmaking search. After waiting 20 minutes 'Player B' drops into Match 2 and perpetrates just 1 Team Kill; they do not hit the penalty threshold for Team Damage. As they are already at the Fifth Penalty strike from their previous match, and the four-hour Penalty reset has not yet occurred, they are hit with another 20 minute delay to their next matchmaking search.

The breakdown of the current penalty levels follow the same structure as the existing Disconnect Penalty system:

First Penalty: 10 second delay for next matchmaking search.
Second Penalty: 2 minute delay for next matchmaking search.
Third Penalty: 5 minute delay for next matchmaking search.
Fourth Penalty: 10 minute delay for next matchmaking search.

Fifth Penalty: 20 minute delay for next matchmaking search.

Each subsequent penalty beyond the Fifth will also enforce a 20 minute penalty.

Penalty levels reset every 4 hours.

All of the above values are tune-able, and may be subject to change depending on how the system plays out in the general population.

Along with this new Penalty System, every point of Team Damage you inflict will now incur a -21 C-Bill penalty to your End of Round rewards.

Alpine Peaks Spawn Point Changes

In an effort to revitalize gameplay on the Alpine Peaks Quick Play map, our Community Manager Tina Benoit recently canvassed the forums for input from the players. After examining all of the proposals in great depth, we have made modifications to the objective and spawn locations based most closely on input from the player "TygerLily".

For Assault, the new spawns should improve balance by de-emphasizing a reliance on the large central mountain.


For Skirmish, the action has been moved entirely to the lesser-used lower regions of the map, nearer to the frozen lake than the central mountain.


For Conquest, generally seen as the favorite Game Mode for Alpine Peaks, the spawns have been moved closer together but are otherwise mostly unchanged.


Changes to Base/Capture Point Mechanics

The behavior of Base and Capture Point beams has been adjusted to provide better visual feedback on the current status of the Base or Capture Point.

• Solid Blue - Team Controlled

• Blinking Blue - Team Capping

• Solid Red - Enemy Controlled

• Blinking Red - Enemy Capping

• Solid White - Neutral

• Blinking White - Capture attempt is being contested.

• Shooting an enemy 'Mech while it is attempting to capture a Base or Capture Point in the Assault, Conquest, or Domination Game Modes will now suspend its capture attempt for 5 seconds, regardless of whether or not that 'Mech has any allies within the Base or Capture Point.
• Assault Game Mode: The maximum number of 'Mechs on a team that can actively contribute to the Capture of a Base has been increased from 8 to 12.

Conquest Game Mode Changes

• All Capture Points now begin as Neutral; there is no 'team base' Capture Point.
• A Conquest Victory can no longer be achieved simply by destroying the enemy. In order to emerge victorious you must either:

• acquire the maximum number of Conquest Resource points (750) or

• control the most amount of Conquest Resources when the match timer expires

• If all 'Mechs on a team are destroyed before the outcome of the match is decided, the destroyed team can still Spectate from each of the Capture Points.

Flamer Weapon Changes

Changes have been made to the Weapon Group HUD to provide players with visual feedback on their progress toward triggering the exponential heat generation when engaging Flamer weapons:

• The standard Cooldown Bar for a Flamer in the Weapon Group HUD will now gradually increase as the Flamer is engaged; the bar will appear yellow during this build-up phase.
• The Flamer Cooldown Bar will turn red when the Flamer has been engaged long enough to start generating an exponential amount of heat in the firing 'Mech.
• The Flamer Cooldown bar will revert to yellow when the Flamer has been disengaged and the bar has begun to deplete.
• Engaging a Flamer during this depletion phase will cause the gauge to start increasing again.
• The above behaviors will apply to all Flamers that are equipped, regardless of whether they are being fired.


Gameplay Fixes and Changes

• Improvements have been made to the 'Mech movement code to provide more consistent mobility over small objects or areas of a map that should be easily traversed, such as rocks or inclined terrain.
• Fixed an issue where NARC and TAG were not functional in Testing Grounds or in the MechWarrior Academy.
• Fixed an issue that could cause Heat Generation to spike if an Arm component was destroyed while it was firing a Flamer.
• Fixed an issue where the Weapon Cooldown Bar for Flamers would not turn red.
• Fixed an issue where Crit Chance percentages would decrease at each level of Targeting Computer, instead of increase.

Map Fixes and Changes

• Viridian Bog: Fixed a lighting issue with Standing Cockpit Items.

'Mech Fixes and Changes

• Adder: Fixed an issue where the Cup Of Pop Standing Item would clip through the cockpit.
• All 'Mechs: Reduced the maximum number of Cockpit Monitors to 4, and adjusted placements where necessary to prevent obstruction of the view through Cockpit.
• Black Knight: Fixed an issue where certain Cockpit Items could clip through the glass.
• Dire Wolf: Fixed an issue where certain Cockpit Items could clip with the Cockpit geometry.
• King Crab: Patched a hole in the cockpit that could be seen using free look.
• Kit Fox: Fixed an issue with the appearance of the .50 Cal Necklace Hanging Item in the Cockpit Item screen.
• Kit Fox: Fixed an issue where the cockpit would appear to tilt to the left while running.
• Mist Lynx: Fixed an issue where certain Cockpit Items could appear mostly or entirely out of view.
• Orion IIC: Fixed an issue where the Left Arm was missing a Laser lens.
• Panther PNT-10P: Fixed an issue with the display of certain Patterns over Ballistic weaponry.
• Spider: Fixed an issue where one of the Cockpit Monitors could obstruct Hanging Items.
• Stalker: Fixed an issue where destroyed Weapon Doors could float in the air for a period of time.
• Stalker: Adjusted or removed Cockpit Monitors that were oversized.
• Stalker: Fixed an issue with the appearance of Faction Warhorns.
• Summoner SMN-B: Fixed an issue where the LT OmniPod listed an Additional Structure (RT) +15% Quirk. It is now an LT Quirk.
• Warhammer: Fixed an issue with missing geometry on one of the Cockpit bars.

Other Fixes and Changes

• Fixed an issue where Warhorns would not play.
• A Server Status news marquee has been added to all front-end menu's that will notify you in advance of server downtime from maintenance or patches.
• Fixed an issue where the cursor would jump to the MechWarrior Online game window when the window didn't have focus.
• Fixed an issue where 'Mechs could appear to have default Colors applied upon first logging in, when custom Colors are actually applied.
• Fixed an issue where the pilot hand could appear to distort when moving forward.
• Fixed an issue where the Minimize/Maximize arrows would not update in Home menu Pilot Information windows.
• Fixed an issue where the wings of the Jade Falcon Hanging Item were partially transparent.
• Commentator Tool (Private Matches): A toggle has been added for different camera modes( Free/Dolly Camera). It is mapped to the 'C' key by default.
• Commentator Tool (Private Matches): Free/Dolly Camera toggle control can be re-mapped in the Settings screen.
• Commentator Tool (Private Matches): Fixed an issue where the correct Game Mode information was not displayed when a Commentator spectated a 'Mech.
• Commentator Tool (Private Matches): Fixed an issue where pressing another direction immediately after releasing a directional button could stop all movement.
• Fixed an issue where Beam weapons were not tapering off correctly.



#2 Sereglach

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Posted 11 March 2016 - 05:19 PM

I'll need to test the continued extra layers of complexity you're adding to the flamer in your attempt at a "fix" to see if it's actually worth acknowledging as any sort of remote fix. I doubt it is.

However, overall it still appears as if you're throwing more and more complex and needless things that could have been much more easily settled by just scrapping the exponential mechanic altogether and going with fixed, flat values. Instead, we've still got a weapon that has no cost to fire within a set amount of time, shared by all weapon systems. That alone is just wrong to begin with, no weapon should have any sort of free-fire time, at all . . . weapons have a balance between heat and ammo costs. All weapons should cost something to fire, no matter what.

However, then you throw on obscene mechanics to attempt to limit this weapon with a pseudo-cooldown on a weapon that's supposed to be a constant stream firing weapon. All of that happened because you failed to acknowledge and fix a flaw in your system that was reported multiple times over the course of its existence. Instead you ignored it and then threw on a panicked and convoluted "Band-Aid" as a solution to the problem, instead of taking the simple and proper fix. All of this happened because it blew up in your face in a broken "flamergeddon" of your own creation from your own convoluted mechanics.

Your methods aren't making any sense, here, at all. I'm starting to get the feeling that the Flamer coding is like the ammo coding, and it's lostech to your engineers. At that point, you should just suck it up and redo it from scratch into something that actually works and is functional.

EDIT, so this can be on page 1, too:
Ok, tested the flamer's new "UI Improvement Fix" and . . . no, it's still not a fix. You've gone overkill on your bogus and convoluted mechanics in order to prevent your little "Flamergeddon" . . . which, need I remind you, only came into existence because you, PGI, failed to address the inherent problems with the Flamer's current setup to begin with, which was reported and known years ago. Oh, and it was insightful to see that after the "Magic 4.75 second pseudo-cooldown window" ended, that Flamer firing time didn't reset, but only started to lower was truly enlightening . . . and pathetic . . . as that only exacerbates the Flamers pathetic status even more.

Seriously, the proper fix for the weapon, which I've been saying for over three years now, is to scrap these acceleration/exponential heat gain mechanics and go to fixed, flat values. You're going to need to do this, anyway, when you overhaul the heat system (as I've detailed elsewhere in this thread). It wouldn't even need any special UI work or convoluted mechanics . . . it'd actually be a weapon whose mechanics and function you'd actually be able to read and understand in a mechlab tooltip . . . imagine that. People who don't crawl all over the forums (and particularly Russ's twitter) would actually be able to read and understand the weapon's functionality.

Otherwise the weapon is going to break either one of two directions (because it's only set up -in its convoluted fashion- for this precise heat scale) with the future Heat Scale changes. It's either going to become "Flamergeddon 2.0" or it's going to become an even worse piece of junk then it is now (which, of course Russ is thrilled with its current condition because now "Flamergeddon" happened when they tried to "fix" the weapon system so now that it's back in the scrap heap people don't want to see the weapon fixed, because they already had a scare with dangerous/OP flamers, and thusly Russ isn't hearing about it on Twitter, so all is good for him).

Edited by Sereglach, 15 March 2016 - 02:05 PM.


#3 shopsmart

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Posted 11 March 2016 - 05:23 PM

My only complaint... no PPC adjustments yet.

#4 TexAce

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Posted 11 March 2016 - 05:44 PM

Mighty patch Batman!

Only missing PPC heat reduction (or LPL heat increase) and something done to help the IS SSRM2. They just plain suck.

I would also like a change to the LBX; so it behaves more like an Clan ERPPC with splash damage. The LBX could do 5 pinpoint and 5 splash damage for example.

Edited by TexAce, 11 March 2016 - 05:45 PM.


#5 Odanan

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Posted 11 March 2016 - 05:52 PM

Wow, that's a huge patch!
I'm looking forward to test my Archers in the new map and game mode. Posted Image

Edited by Odanan, 11 March 2016 - 05:52 PM.


#6 sycocys

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Posted 11 March 2016 - 05:54 PM

View PostInnerSphereNews, on 11 March 2016 - 04:58 PM, said:


the first new Game Mode for Quick Play in MWO since the introduction of Skirmish back in 2013.


First off - PGI folks please read this line over a few times. It will help you understand why a lot of players have been very frustrated with your development progress.

Most of the rest looks good, my only other comment is that Conquest capture points NEED a label (at least a letter) in the HUD so we know which one we are looking towards. Blinking is nice and all but you can't call out which over comms if you have to either be in mini-map range or look at the overhead.

#7 AnimeFreak40K

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Posted 11 March 2016 - 06:14 PM

View Postsycocys, on 11 March 2016 - 05:54 PM, said:

First off - PGI folks please read this line over a few times. It will help you understand why a lot of players have been very frustrated with your development progress.

I think those players need to get an understanding of what it takes develop a video game and all of the underlying nuances that is implied. I think those same folks may also need to realize that PGI is a small company and they just don't have the resources to dedicate in as many different areas as they would like.
That is, if PGI spends time on new content, they get hammered for not fixing long-standing balance issues. If they spend time to fix those balance issues, they get hammered for not making content or back-end issues/streamlining. If they focus on the back-end stuff, they get blasted for not working on something else.

This is one of the problems of having a small company with few additional resources working on a project that is more suitable for a larger organization.

No, I am not defending PGI... about 75% of the major stuff that folks take issue with and want fixed (balance, weapons, heat, etc. and all sorts of long-standing issues. I would also like there to be a way to encourage people to stick around as well!) I want fixed ASAP and some of them have been lingering for FAR too long. So I really do understand the frustration that folks are feeling and why they feel that way. Their feelings are legitimate and shared!

...but I understand that there are only so many hours in a day, that much of this work does take a lot of manpower to complete these tasks in a reasonable time...manpower that PGI lacks...

So I take solace in that while they may not be working a thing that *I* want them to be working on, they are working on *something* that will, at least make the game better today than it was at this time last year...and those efforts are shown in the next patch.

Edited by AnimeFreak40K, 11 March 2016 - 10:12 PM.


#8 Steel Raven

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Posted 11 March 2016 - 06:15 PM

Not sure about the Penalty system, we all hate the trolls who team kill for lolz but it's so easy to hit a team mate in any given pug match. While accedental team kills are very rare, they do happen (been LRMed myself when a team mate tergeted the enemy mech infront of me)

#9 Percimes

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Posted 11 March 2016 - 06:21 PM

Just wanted to say that the presentation of the patch notes was top notch. The texture comparison picture made me go wooooaw Posted Image

#10 Malleus011

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Posted 11 March 2016 - 06:23 PM

PPC adjustments?

#11 Heeknot

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Posted 11 March 2016 - 06:24 PM

I have 2 ideas but only one of them is serious.

1) in terms of team kill penalties enforce a forgive system. Accidental team kills happen, as well as team mates who run directly into your laser fire. What if there were a system in place where if someone dies from team damage they have the option to forgive the person who shot them. That way there is less of a chance of punishing players who have done nothing wrong.

2) Instead of fixing the missing lense on the Orion IIC just have it spew unfocused colored light coresponding with the type of energy weapon in the left arm. It wont do much damage but it will make the enemy grossly incandescent. \o/

#12 Earthtalker

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Posted 11 March 2016 - 06:27 PM

Quite the patch this time, PGI. I read the team kill/damage section and know it will not be enough to deter the majority of TK'ers. The penalties is too low. 10 seconds for the first one? Really? 2 minutes for the next? 5 after that? Not gonna matter one bit. Those are mechlab changes and bio breaks. 10 minutes? Hot Pocket time. 20 Minutes? Frozen pizza and a fresh drink. You need to be a bit harsh with this one. I recommend 7.5 minutes first offense and doubling it every time another offense is created.
That would make it:
First penalty: 7.5 minutes
Second Penalty: 15 minutes
Third Penalty: 30 minutes
Fourth Penalty: 1 hour
Fifth Penalty: 2 hours
Penalty window reset time: 6 hours
Any penalty after the fifth within the window: 24 hours
I know that's harsh to some, especially those who will have a bad run of luck here and there, but it will cut down on the TK's in the long run.
Also, have a forgiveness function for accidental TK's. That should help for when someone walks into your line of fire.

I also agree with Sereglach. Flamers should be linear in heat generation for the firing mech, and it should begin as soon as you pull the trigger.

The new pilot model skipped leg day. Thicken him out a bit. He's in a mech, not a wheelchair. And get a pistol or knife on him.

Now on to the good

I like the texture increase across the board. 2K hits that sweet spot of clean and sharp without going too far.
Reducing and rearranging the cockpit monitors is good. Too much clutter is always bad.
The default dropdeck update isn't bad. It's not great, but it looks like a good balance for both sides. On paper, anyway.

Other than the above, looking pretty good.
P.S.
Please release the Excaliber. I want my mech in game.

#13 Zerberus

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Posted 11 March 2016 - 06:39 PM

Almost all of it looks great on paper. We´ll see on tuesday. :)

7gigs, uff... Praise Comstar for 50k DSL :D

#14 Threat Doc

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Posted 11 March 2016 - 06:59 PM

Quote

Team Kill/Team Damage Penalty System


Have you entirely gone mad with this? I may not ever try to kill my own people, but if they get in the way of my missiles, when I've already been firing them, and they do it on purpose to get me in trouble, just because they disrespect anyone who uses LRMs, I'm the one that's going to end up in trouble. This doesn't make sense at all; I'll continue to watch it, and see how it turns out, but if I start taking penalties because I'm trying to assist my team, and they get in my way, you're going to hear from me, again. Likely, you're going to hear from others, as well.

Again, PGI, you're putting on penalties where they shouldn't be, and you're ignoring the freedoms your player base should have in this game; you're doing it bass ackwards.

#15 KursedVixen

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Posted 11 March 2016 - 07:04 PM

View PostSteel Raven, on 11 March 2016 - 06:15 PM, said:

Not sure about the Penalty system, we all hate the trolls who team kill for lolz but it's so easy to hit a team mate in any given pug match. While accedental team kills are very rare, they do happen (been LRMed myself when a team mate tergeted the enemy mech infront of me)
Clan LRms can be notorious for this due to their generally flat flight pattern when not locked on.

I don't understand what was wrong with the flamer, the change makes it incredibly hard for me to see what i'm hitting it looks like a laser of some sort instead of a flamer and if irecall correctly mech mounted flamers use heat from the engine so at some point when first firing the leeching heat wouldn't cause heat buildup.

another thing is that with the introduction of double heat sinks flamers became less effective, if mechs carried double heat sinks.


http://www.sarna.net/wiki/Flamer

Edited by KursedVixen, 11 March 2016 - 07:07 PM.


#16 Dakkss

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Posted 11 March 2016 - 07:08 PM

I don't quite understand how Domination will work without respawning. If there's no respawning, then it's still the same damn gamemode of deathballing up and going to a particular point on the map.

Colour me confused.

#17 Team Chevy86

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Posted 11 March 2016 - 07:10 PM

Holy... So much win in this patch. I don't know where to begin. Last I heard bringing all mechs up to the same resolution was a huge undertaking so it wasn't on the table. It's great they took the time to do that. I'm happy about that
Maybe it's the 1 patch per month that makes it seem like way more. Let's hope the quality matches the quantity :) Good work

Edited by Team Chevy86, 11 March 2016 - 07:13 PM.


#18 Audacious Aubergine

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Posted 11 March 2016 - 07:16 PM

" • A Conquest Victory can no longer be achieved simply by destroying the enemy. In order to emerge victorious you must either: "

So... what I'm hearing is that now even fewer people will select Conquest?

Edited by FreebirthToad18999, 11 March 2016 - 07:17 PM.


#19 MacKJames

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Posted 11 March 2016 - 07:33 PM

So what will be the cost to customize the pilot's colors?

#20 OznerpaG

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Posted 11 March 2016 - 07:34 PM

View PostKay Wolf, on 11 March 2016 - 06:59 PM, said:



Have you entirely gone mad with this? I may not ever try to kill my own people, but if they get in the way of my missiles, when I've already been firing them, and they do it on purpose to get me in trouble, just because they disrespect anyone who uses LRMs, I'm the one that's going to end up in trouble. This doesn't make sense at all; I'll continue to watch it, and see how it turns out, but if I start taking penalties because I'm trying to assist my team, and they get in my way, you're going to hear from me, again. Likely, you're going to hear from others, as well.

Again, PGI, you're putting on penalties where they shouldn't be, and you're ignoring the freedoms your player base should have in this game; you're doing it bass ackwards.


Russ may have hinted on twitter that the minimum threshold for the team damage penalty is 30 - which is perfectly fine for me since i always do a few damage each game from leg hits but otherwise rarely do more than 15 team damage

Edited by JagdFlanker, 11 March 2016 - 07:35 PM.






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