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Tomorrow's Patch


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#41 armyof1

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Posted 21 May 2013 - 05:03 AM

HSR for missiles, by far the best thing that was supposed to come with this patch, of course delayed.

#42 Acid Phase

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Posted 21 May 2013 - 05:07 AM

Well, we shouldn't be surprised. That is the only expectation I have with every upcoming patch. Don't tell me no one saw this coming.

#43 Kyynele

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Posted 21 May 2013 - 05:10 AM

View PostBrkojle, on 21 May 2013 - 04:28 AM, said:

Game is stupid atm, I can see only lasers and bullets and people running around like nutcases firing at enemies, friendlies, birds, rabbits, dogs... no a trace of tactics or some idea of organization.


Only those who don't have the skill need tactics and organization.
sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasmsarcasmsarcasm

#44 Brkojle

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Posted 21 May 2013 - 05:32 AM

View PostKyynele, on 21 May 2013 - 05:10 AM, said:


Only those who don't have the skill need tactics and organization.
sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasmsarcasmsarcasm


Rofl, this supposed to be team game not solo game. I stand for team play, not solo play...you missed my point totally. I also don't need a team when I play my Spider from Hell...but that is not original idea of MWO...idea is to play this game with your team, to build up a friendship and then all to come here in Serbia as my guests, to get drunk and visit some music festival such as Exit.

cheers!

#45 Dude42

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Posted 21 May 2013 - 05:39 AM

View PostSable Dove, on 20 May 2013 - 10:03 PM, said:

Hold on. Is this sarcasm, or sincerity? Asking who wants HSR for unguided missiles is like asking who wants HSR for ballistics. The answer is everybody. It'll be nice to have SRM hits against lights actually count.

That explains a lot. I had often wondered how that Jenner or Commando just took a full 12 SRM+Artemis to the CT and took no damage at all. Must now remove all non streak SRMs from all my mechs until HSR is implemented for them. Wow.

#46 VXJaeger

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Posted 21 May 2013 - 05:48 AM

View PostKyynele, on 21 May 2013 - 05:10 AM, said:


Only those who don't have the skill need tactics and organization.
sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasm​sarcasmsarcasmsarcasm

LOL, touché :D

#47 MADSix

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Posted 21 May 2013 - 05:52 AM

View PostChemie, on 21 May 2013 - 03:05 AM, said:

How about what is not in the patch. Back in March they said 12v12 was 1-2 patches away. Well here we are in late May and still no 12v12. Upcoming content tracker now says June/July! Bryan tweeted back in Jan he was testing out 12v12. March they say very soon and it releases mid-year. Wow.

Did you miss the one where they said Community Warfare would be 90 days after open beta? 12v12 is super quick compared to that.

#48 DaZur

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Posted 21 May 2013 - 05:52 AM

I love how the word "promised" means proposed date and or estimated ETA in this community... :D

You fickle bunch who decry any delay in released content would be the same bunch that would rally with pitch-forks if it was released in anything but an acceptable state...

​I'm as hungry for new content and the proposed improvements / fixes and yes, it is frustrating to wait even longer... But am 100% positive that I would much rather them spend more time on it and release it in an acceptable state than listen to the wails of indignation if / when stuff was released unplayable.

#49 Nicholas Carlyle

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Posted 21 May 2013 - 06:15 AM

I'm optimistic if they put everything they've said in. It could be a fun patch.

And if we see the jump jets and heat damage changes within the next month. I will be content with PGI's shift in speed.

Edited by Nicholas Carlyle, 21 May 2013 - 06:18 AM.


#50 MeatForBrains

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Posted 21 May 2013 - 06:34 AM

All these delays means they don't have a competent project manager, and if they don't have a competent project manager, what does that say about management in general?

#51 Stoicblitzer

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Posted 21 May 2013 - 06:48 AM

So what I gather from PPark's post is that SRMs aren't changing at all today. No HSR/splash fix/buff for missiles. We get a new map, ECM gets nerfed, and LRM velocity increases. All welcome changes but SRMs were what I desperately wanted fixed this patch. Lights/Mediums continue to get the shaft for at least 2 more weeks...

le sigh...

#52 hammerreborn

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Posted 21 May 2013 - 06:54 AM

View PostStoicblitzer, on 21 May 2013 - 06:48 AM, said:

So what I gather from PPark's post is that SRMs aren't changing at all today. No HSR/splash fix/buff for missiles. We get a new map, ECM gets nerfed, and LRM velocity increases. All welcome changes but SRMs were what I desperately wanted fixed this patch. Lights/Mediums continue to get the shaft for at least 2 more weeks...

le sigh...


Not even just the shaft, the beat stick as well as its going to be streakapolooza (at least initially)....with the splash still present.

As much as I want to go trolololololling in my 6 flamer jenner as I was last night (if the flamer buffs even go through), I know that I'm going to instantly die going near a single enemy mech on the other team...and people wonder why I just cap instead.

Edited by hammerreborn, 21 May 2013 - 06:55 AM.


#53 Tombstoner

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Posted 21 May 2013 - 06:57 AM

View PostKanatta Jing, on 20 May 2013 - 04:03 PM, said:

The Blackjack, LRM and SRM buff and a the Beagle Active Probe will counter ECM within in a 160m.

It should change a few things. A lot of people are warming up their streak cats as we speak.


Streak cats are useless out side of 150 meters but deadly inside 150... balance ish restored... ECM not so godlike any more.
Faith in devs rising... along side desire to play.

ECM should never have been released without a hard counter like the currant BP. It did way too much and went against TT rules. for those that dont know TT has 3 forms of ECM. we got the most powerful and the game suffered. full stealth and no lock on WTF. LRMS too slow for Dumb fire and dumb fire is what PGI intended but it was useless.

#54 hammerreborn

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Posted 21 May 2013 - 07:00 AM

View PostTombstoner, on 21 May 2013 - 06:57 AM, said:


Streak cats are useless out side of 150 meters but deadly inside 150... balance ish restored... ECM not so godlike any more.
Faith in devs rising... along side desire to play.

ECM should never have been released without a hard counter like the currant BP. It did way too much and went against TT rules. for those that dont know TT has 3 forms of ECM. we got the most powerful and the game suffered. full stealth and no lock on WTF. LRMS too slow for Dumb fire and dumb fire is what PGI intended but it was useless.


Uh no. Streakcats are useless only between *BAP RANGE HERE*-180m and 251-270m against an ECM mech. From 0-*BAP RANGE HERE* and 181-250 they can fire as usual.


So if BAP RANGE HERE = 160m as I've seen tossed around a lot lately. Streaks can fire in a range of 229 of their 270m range, while they can't for 40m.

A ravens best bet is to basically cycle close to away as quickly as he can and hope the server is fast enough to drop the lock repeatedly in the narrow bands.

More or less a raven needs to joust the catapult. Charge through, deny while gaining lock, fire while catapult is getting lock, hit that 180-160 band, catapult loses lock, charge through into his backsides band, then sprint away. If he's fast enough he might be able to do it without ever getting hit.

Non-ecm lights just die, and Jenners watch their CT explode while the rest of him is unscathed.

Edited by hammerreborn, 21 May 2013 - 07:05 AM.


#55 Stoicblitzer

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Posted 21 May 2013 - 07:02 AM

View Posthammerreborn, on 21 May 2013 - 06:54 AM, said:


Not even just the shaft, the beat stick as well as its going to be streakapolooza (at least initially)....with the splash still present.

As much as I want to go trolololololling in my 6 flamer jenner as I was last night (if the flamer buffs even go through), I know that I'm going to instantly die going near a single enemy mech on the other team...and people wonder why I just cap instead.

Today is definitely not a good day to run a light. GL

View PostTombstoner, on 21 May 2013 - 06:57 AM, said:

Streak cats are useless out side of 150 meters but deadly inside 150... balance ish restored... ECM not so godlike any more.
Faith in devs rising... along side desire to play.

270m bro. Get ready for some cockpit shakin'

#56 karoushi

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Posted 21 May 2013 - 07:02 AM

View PostMeatForBrains, on 21 May 2013 - 06:34 AM, said:

All these delays means they don't have a competent project manager, and if they don't have a competent project manager, what does that say about management in general?


I like to think of myself as a Project manager (because I do my own game development, run servers, make websites, can do sound, graphics, design, etc etc) the only problem is I am self taught (graduated HS at 15-16) and don't need or want (can't afford) to go to college so I don't have the Bachelor's degree that they demand in order for me to be hired.

-shrugs- I am an outcast to society, lol...

Anyway, back on topic:

I wouldn't worry about SRM's too much right now, they could probably wait a bit longer before being changed and all this really means is they are probably assuring that they actually fix them (so this means change variables, test, rinse repeat until satisfied within time constraints).

You can't rush success, rushing just promotes failure and mistakes.

I'm not going to switch any specific setup just because of the new patch but I will be trying out the changes. I want to pilot a new mech, honestly.

#57 Ph30nix

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Posted 21 May 2013 - 07:07 AM

View PostMister Blastman, on 20 May 2013 - 04:55 PM, said:

It would be incredible if jump jet shake were in tomorrow's patch. The whining has already started. My mech runs on tears.

given the ammount of tears from those who cant handle poptarts your fuel supply must already been higher then you can ever use.

i just hope that they dont over do it and end up making my treb 7m useless. and note i do not use my jump jets in the lazy highlander or cataphract poptart way, i rarely sit still when im in my treb.

#58 hammerreborn

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Posted 21 May 2013 - 07:09 AM

View Posthammerreborn, on 21 May 2013 - 07:00 AM, said:


Uh no. Streakcats are useless only between *BAP RANGE HERE*-180m and 251-270m against an ECM mech. From 0-*BAP RANGE HERE* and 181-250 they can fire as usual.


So if BAP RANGE HERE = 160m as I've seen tossed around a lot lately. Streaks can fire in a range of 229 of their 270m range, while they can't for 40m.

A ravens best bet is to basically cycle close to away as quickly as he can and hope the server is fast enough to drop the lock repeatedly in the narrow bands.

More or less a raven needs to joust the catapult. Charge through, deny while gaining lock, fire while catapult is getting lock, hit that 180-160 band, catapult loses lock, charge through into his backsides band, then sprint away. If he's fast enough he might be able to do it without ever getting hit.

Non-ecm lights just die, and Jenners watch their CT explode while the rest of him is unscathed.



Actually this is wrong. Due to target decay it's most likely the catapult will retain lock once it regains as soon as the raven breaks the 180m range, so has until the raven hits 270 to shoot uninterrupted at it, but must close in with the raven in order to keep target decay up.

View PostStoicblitzer, on 21 May 2013 - 07:02 AM, said:

Today is definitely not a good day to run a light. GL


270m bro. Get ready for some cockpit shakin'


Lol my hope is to get a streak cat to explode himself. But who knows if that change is even going in in this patch.

#59 Syllogy

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Posted 21 May 2013 - 07:11 AM

View Postarmyof1, on 21 May 2013 - 05:03 AM, said:

HSR for missiles, by far the best thing that was supposed to come with this patch, of course delayed.


Link?

#60 armyof1

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Posted 21 May 2013 - 07:19 AM

View PostSyllogy, on 21 May 2013 - 07:11 AM, said:


Link?


Read it from some that have listened through the NGNG podcast and heard it there.

View PostStoicblitzer, on 21 May 2013 - 06:48 AM, said:

So what I gather from PPark's post is that SRMs aren't changing at all today. No HSR/splash fix/buff for missiles. We get a new map, ECM gets nerfed, and LRM velocity increases. All welcome changes but SRMs were what I desperately wanted fixed this patch. Lights/Mediums continue to get the shaft for at least 2 more weeks...

le sigh...


Yeah at least two more weeks of my Cents I bought recently sitting in the mechlab collecting dust because yet again a patch with the SRMS remaining crap. I think it's time to revise my expectations on the devs once more. Before this patch I was 30/70, where the things I looked forward to I was expecting has a 70% chance to be delayed. I guess 20/80 makes more sense after this patch.





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