Hotfix March 21/2013 - Missile Fix And Server Downtime
#41
Posted 21 March 2013 - 03:39 PM
#42
Posted 21 March 2013 - 03:40 PM
Edited by Aeronerd, 21 March 2013 - 03:40 PM.
#43
Posted 21 March 2013 - 03:40 PM
#44
Posted 21 March 2013 - 03:40 PM
#45
Posted 21 March 2013 - 03:41 PM
#46
Posted 21 March 2013 - 03:41 PM
Quote
Doing this exposed a problem with the grouping/clustering of missiles. We now have a high percentage of any incoming missile targeting the CT. This is BAD.
I think we need to stop beating around the bushes and accept the obvious.
The code for the missile AI has become self aware. Every time you try to nerf it, the AI adapts by finding new way to maintain its dominance on the battlefield. The lock-on code has given it one singular purpose in life: To kill mechs no matter how hard they try to escape. And it will do whatever it takes to accomplish this.
God help us all...
#47
Posted 21 March 2013 - 03:41 PM
#48
Posted 21 March 2013 - 03:41 PM
Can't wait to get back into game (at work now) to test how missiles "feel". Will run a bunch of LRM heavy mechs and see how it goes.
#49
Posted 21 March 2013 - 03:41 PM
#51
Posted 21 March 2013 - 03:41 PM
#52
Posted 21 March 2013 - 03:42 PM
#54
Posted 21 March 2013 - 03:43 PM
(Please try not to interpret as per the "spreadsheet warrior online" mode)
#55
Posted 21 March 2013 - 03:44 PM
Stoicblitzer, on 21 March 2013 - 02:59 PM, said:
Armour values were doubled. TT missile damages were 1 per LRM and 2 per SRM (we had 1.8 per LRM and 2.5 per SRM +splash before now). AFAIK no other weapons in the game got damage boosts as large as the missiles when going from TT to this game.
In any case... sounds like this could be fun.
#56
Posted 21 March 2013 - 03:46 PM
Those who used to always use missiles can carry on using them and adapt as they should always have had. Those using them simply becouse they were OP will now most likely move on the the next flavor/cheese mech they find, after QQ'ing.
You wil get alot of QQ but im sure u expected this.
Hopefully LRM boating will now turn from Alpha LRM's to sustained LRM's. Meaning going from stacking loads of LRM launchers for massive alphas, to and loading up on tonns of ammo instead with fewer launchers. Doing less dmg instantly but learning to fire more often.
EDIT: For those talking about damage being lower than TT. Remember its 0.7 + Splash damage. So its roughly 1 DMG per on LRM's.
Edited by ArmageddonKnight, 21 March 2013 - 03:49 PM.
#57
Posted 21 March 2013 - 03:47 PM
#58
Posted 21 March 2013 - 03:49 PM
#59
Posted 21 March 2013 - 03:49 PM
#60
Posted 21 March 2013 - 03:51 PM
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