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Patch May 21St - LIVE!


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#221 PeekaBoo I C Ju

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Posted 21 May 2013 - 11:47 AM

View PostNicholas Carlyle, on 21 May 2013 - 11:43 AM, said:


Logitech 518 is not a gaming mouse really. The two side buttons were originally for things like browsing websites (forward and back buttons). If you have trouble with it I don't know what to tell you.

As for optimized...well after the changes, optimized might mean more than 1 weapon type.

Min/maxing does not mean boating. All min/maxing is, is using the best set-up possible.

The A1 really doesn't seem like it will be hit by the proposed changes, nor the other mechs you listed. But assuming they were, is it really that difficult to run a pair of streaks to go with your LRM's or vice versa?

Or mix in a couple Medium Pulse to go with your Medium Lasers, or whatever?

You just sound lazy to me.




to be honest, i would just find another game to play...like i said a million times before...nerfs ruin games, and that would effectively ruin MWO for me...and it is not lazy, i am use to a 3 button mouse and the side buttons would be clicked on accident too much as I am use to resting my fingers there (i have big hands)...like i said..it just wouldn't be fun any more.

but hey, it is not my game..and there are many others games on the internet i can enjoy and invest in until whiners kill it...feel free to destroy MWO, i will be here till it is no longer fun

Edited by Peekaboo I C JU, 21 May 2013 - 11:50 AM.


#222 Blood78

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Posted 21 May 2013 - 11:47 AM

View PostJakob Knight, on 21 May 2013 - 10:52 AM, said:

Well, to be fair, Light mechs were always supposed to be scouts, harrassers, and flankers, not main combat units. That they were put to use like that never seemed right to me. Now at least, Light pilots will have to do the jobs they should have been doing when they chose to step into the cockpit of a Light, fast battlemech built to avoid heavy combat, not seek it out.


I agree with you on role of scout. Problem with MWO is that there is not enough financial and experience incentive to be an actual scout, harassers, and flankers. Unless you play in premade or 8 man rank type match. Why? Answer is simple...

You get the most c-bill and experience by damaging and killing things. Even if the team loses. Obviously more if the team wins.

Grinding lights just doing scout work without actually getting to seek a brawl to kill things is incredibly painful because it takes long time to collect c-bill and earn experience. Especially since most lights suck because their loadouts suck. Usually 1 variant per light is useful. Like Raven 3L is useful out of Ravens, 2D is useful out of Commandos, 5D spider is useful out of spiders, etc. Exception is Jenner because you get two variant D and F.

Lastly. PGI has number of ways to address that by say increasing incentives geared toward light. But they haven't done that. When I mean incentive, such as increasing spot bonus for NARC/TAG for both c-bill and experience. Perhaps make the bonus only available for 40 ton or less mech (Cicada is medium but its essentially a scout). Perhaps increase capture experience bonus for lights and give c-bill bonus to lights if they capture, etc.

That's the role of light right? Scout, spot, flank, capture base, etc. But why should a light do that when you don't get any real incentive unless you are in a premade or 8 man type of ranked match. Where you fight for bragging rights, honor to your unit, and help the premade win even if you don't make a lot of c-bill and experience. Except for those occassions, majority players play for c-bill and experience.

Change that and lights will play like real lights.

Edited by Blood78, 21 May 2013 - 11:54 AM.


#223 DemonRaziel

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Posted 21 May 2013 - 11:48 AM

View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

Seismic Sensor:
  • 200 m range
  • Detects enemy Mechs as they impact the ground during movement or falling
  • The heavier the Mech and/or the faster its speed, the larger and faster the blip
Advanced Seismic Sensor:
  • Increases the sensors' detection range to 400 m




View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

UAVs - General Info:
  • With a UAV module equipped, you can press Insert to launch a UAV into the air, 150 m directly above you. The UAV will automatically target all enemy Mechs that come within its sensor radius; this information will be shared to your team
  • The UAV can target Mechs that are shielded by ECM and will share this with your team
Consumable Module: UAV
  • Detects enemies up to 240 m away
Upgrade Module: Improved UAV
  • Increases the sensor range of all your UAVs by 25%




View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

Beagle Active Probe
  • Now counters ECM within 150m.




View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

Streak SRM flight paths remain the same


View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

Mech Movement Speed Changes
  • When a Mech takes damage after losing a leg, its maximum movement speed is capped at 15 kph for 5 seconds
  • This 5 second timer resets each time the Mech takes damage
  • When a Mech has lost a leg, its maximum movement speed is capped at 50% of its normal max speed, or 40 kph, whichever is lower
  • When a Mech has lost a leg, its maximum reverse speed is 2/3rds of its maximum forward speed.
  • When its forward speed is capped at 40 kph, the max reverse speed is 2/3rds of 40 kph (or 26.667 kph)




View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

ECM must be equipped on a designated hardpoint for all ECM Capable Mechs. (Similar to AMS)


View PostGarth Erlam, on 21 May 2013 - 08:20 AM, said:

Enemy disruption ECM will no longer mask the positions of your teammates


Soooo... to whom on the dev team did a light 'Mech eat breakfast? :D

Don't take me wrong, I like the concept of both UAVs and the Seismic Sensor as well as the ECM nerfs. It just occurs to me the above changes combined will bring very hard times on the Lights.

PS: I don't like the BAP posing as a hard counter to ECM, that is BS.

Edited by DemonRaziel, 21 May 2013 - 11:51 AM.


#224 KableGuy

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Posted 21 May 2013 - 11:50 AM

View PostJakob Knight, on 21 May 2013 - 11:32 AM, said:

that means battlemechs will be around the same size

so what your saying is a 18 Wheeler is roughly the same size as a smart car? You need glasses bro.

Edited by BitMonger505, 21 May 2013 - 11:54 AM.


#225 Iskareot

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Posted 21 May 2013 - 11:52 AM

Boy it sure seems like ECM got the nerf.. in the big picture kinda. No more team benefits, now can be seen easier with other devices... hmm. I do not even have it or use it on any of my master mechs but I can see how that was felt for sure lol. I hope one patch one day will allow us to join a room and choose matches as well or create a better team somewhat. I know... dreaming...

#226 Davila Sombre

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Posted 21 May 2013 - 11:56 AM

LRM BOAT ONLINE!

#227 PeekaBoo I C Ju

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Posted 21 May 2013 - 11:56 AM

LRMS are not that bad...good poptart deterrent though :D

#228 Blood78

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Posted 21 May 2013 - 11:57 AM

View PostDemonRaziel, on 21 May 2013 - 11:48 AM, said:

PS: I don't like the BAP posing as a hard counter to ECM, that is BS.


Because ECM in MWO doesn't actually operate like how ECM is supposed to operate and ECM gave too much advantage for light mech to be brawling.

ECM is hard counter to SSRM. That's BS too using your logic. ECM still functions outside 150m, you can use it to scout from distance without being blipped on radar. Just lke SSRM still functions outside of ECM range around 200-270m or if someone tags it for you and you aren't in the ECM bubble.

Also, if your team bring more ECM than there are BAP and ECM. Your team's ECM still works.

Edited by Blood78, 21 May 2013 - 11:58 AM.


#229 PhoenixFire55

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Posted 21 May 2013 - 11:58 AM

Forget what I said about LRMs. They only hit CT now, and they ALL hit from above even when you behind cover. LRM warrior online is back.

#230 Jakob Knight

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Posted 21 May 2013 - 12:01 PM

View PostBlood78, on 21 May 2013 - 11:47 AM, said:


I agree with you on role of scout. Problem with MWO is that there is not enough financial and experience incentive to be an actual scout, harassers, and flankers. Unless you play in premade or 8 man rank type match. Why? Answer is simple...

You get the most c-bill and experience by damaging and killing things. Even if the team loses. Obviously more if the team wins.

Grinding lights just doing scout work without actually getting to seek a brawl to kill things is incredibly painful because it takes long time to collect c-bill and earn experience. Especially since most lights suck because their loadouts suck. Usually 1 variant per light is useful. Like Raven 3L is useful out of Ravens, 2D is useful out of Commandos, 5D spider is useful out of spiders, etc. Exception is Jenner because you get two variant D and F.

Lastly. PGI has number of ways to address that by say increasing incentives geared toward light. But they haven't done that. When I mean incentive, such as increasing spot bonus for NARC/TAG for both c-bill and experience. Perhaps make the bonus only available for 40 ton or less mech (Cicada is medium but its essentially a scout). Perhaps increase capture experience bonus for lights and give c-bill bonus to lights if they capture, etc.

That's the role of light right? Scout, spot, flank, capture base, etc. But why should a light do that when you don't get any real incentive unless you are in a premade or 8 man type of ranked match.

Bottomline is you get more c-bill and experience by fighting and PGI has it explicitly geared towrad so.


Indeed. I don't like how the devs have turned the direction of the game away from tactical and strategic gaming towards thrill-seeking brawl combat. Units like scouts and indirect fire support mechs are being forced into run-of-the-mill FPS slugfests because the game systems are put in to make that the only viable means of playing, and I find that a real pity.

On the other hand, I think a pilot who chooses to pilot a Light or an Indirect Fire Support unit is accepting the disadvantages of lower rewards along with the advantages of unconventional abilities of their units, so there is no small amount of blame on the pilot who steps into a role and refuses to perform it.

Anyway, we already know the Devs are making their game, not ours. We'll just have to adapt, I guess.

#231 Fr4ctal

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Posted 21 May 2013 - 12:02 PM

View PostPhoenixFire55, on 21 May 2013 - 11:58 AM, said:


Forget what I said about LRMs. They only hit CT now, and they ALL hit from above even when you behind cover. LRM warrior online is back.


I was using my 60 LRM Stalker, and caught a Highlander out in the open on the new map. Blew up his CT in 3 volleys

#232 Jakob Knight

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Posted 21 May 2013 - 12:03 PM

View PostBitMonger505, on 21 May 2013 - 11:50 AM, said:

so what your saying is a 18 Wheeler is roughly the same size as a smart car? You need glasses bro.


Considering the 18-wheeler vehicle has about the same footprint as a smart car compared to a human or a jet liner, I don't think so. Or, were you including an entirely different vehicle (the trailer) when you were thinking of the 18-wheeler, and not the vehicle itself?

#233 Jakob Knight

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Posted 21 May 2013 - 12:08 PM

View PostFr4ctal, on 21 May 2013 - 12:02 PM, said:


I was using my 60 LRM Stalker, and caught a Highlander out in the open on the new map. Blew up his CT in 3 volleys


Anyone else remember the initial days of prerelease Beta and thinking 'battles were better/more balanced before all this 'tweeking''?

Though, to be honest, any mech staying in the open against an overgunned LRM carrier should be flattened, or the weapon isn't working right. The question is how well a mech with a single LRM10 does against a mech with a single PPC or AC/10. That should be the indication of how balanced the weapon is, not 'I hit him with over 180 missiles, and he died so it must be broke'.

We'll see how things go.

Edited by Jakob Knight, 21 May 2013 - 12:13 PM.


#234 Nicholas Carlyle

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Posted 21 May 2013 - 12:09 PM

View PostFr4ctal, on 21 May 2013 - 12:02 PM, said:


I was using my 60 LRM Stalker, and caught a Highlander out in the open on the new map. Blew up his CT in 3 volleys


Sounds like they did exactly the opposite of what they said they were going to do with LRM's.

Lovely.

What happened to reworking them from the ground up?

View PostJakob Knight, on 21 May 2013 - 12:08 PM, said:


Anyone else remember the initial days of prerelease Beta and thinking 'battles were better/more balanced before all this 'tweeking''?


There have been a couple occasions where LRM's seemed pretty balanced in Open Beta, but they cannot leave well enough alone. And they listen to the incessant whiners who don't understand how to torso twist/use cover/read the missile warning.

#235 PhoenixFire55

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Posted 21 May 2013 - 12:11 PM

View PostFr4ctal, on 21 May 2013 - 12:02 PM, said:

I was using my 60 LRM Stalker, and caught a Highlander out in the open on the new map. Blew up his CT in 3 volleys


I like how LRMs hit targets from directly above. Cover is obsolete now. Apparently its what PGI meant by 'our vision of their operation'.

#236 DemonRaziel

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Posted 21 May 2013 - 12:12 PM

View PostBlood78, on 21 May 2013 - 11:57 AM, said:


Because ECM in MWO doesn't actually operate like how ECM is supposed to operate and ECM gave too much advantage for light mech to be brawling.

ECM is hard counter to SSRM. That's BS too using your logic. ECM still functions outside 150m, you can use it to scout from distance without being blipped on radar. Just lke SSRM still functions outside of ECM range around 200-270m or if someone tags it for you and you aren't in the ECM bubble.

Also, if your team bring more ECM than there are BAP and ECM. Your team's ECM still works.

I have already been involved in several... um... heated discussions regarding the whole SSRMs -> ECM -> BAP rock-paper-scissors nonsense, where instead of fixing their OP/broken implementations of particular items, PGI introduces hard counters in the form of another broken item. This in the end renders a pendulum effect where items are either too good (if their counter is not present on the opposite team), or too good (if it isn't).

#237 KableGuy

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Posted 21 May 2013 - 12:12 PM

View PostJakob Knight, on 21 May 2013 - 12:03 PM, said:



Considering the 18-wheeler vehicle has about the same footprint as a smart car compared to a human or a jet liner, I don't think so. Or, were you including an entirely different vehicle (the trailer) when you were thinking of the 18-wheeler, and not the vehicle itself?

An 18 Wheeler without the trailer would only have 10 wheels, therefore NOT an 18 wheeler, and the trailer is not considered a separate vehicle due to the fact that it cannot move without something towing it.

#238 PhoenixFire55

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Posted 21 May 2013 - 12:14 PM

View PostJakob Knight, on 21 May 2013 - 12:08 PM, said:


Anyone else remember the initial days of prerelease Beta and thinking 'battles were better/more balanced before all this 'tweeking''?



Yes, and thats the reason why I'm so sad/angry.

#239 shameless

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Posted 21 May 2013 - 12:15 PM

So wait, we don't even get the BJ-2, the actually good blackjack? The one with 2 ER Large and 4 streak 2's? lame, PGI, totally lame.

#240 Necroconvict

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Posted 21 May 2013 - 12:17 PM

View PostJakob Knight, on 21 May 2013 - 12:01 PM, said:


Indeed. I don't like how the devs have turned the direction of the game away from tactical and strategic gaming towards thrill-seeking brawl combat. Units like scouts and indirect fire support mechs are being forced into run-of-the-mill FPS slugfests because the game systems are put in to make that the only viable means of playing, and I find that a real pity.

On the other hand, I think a pilot who chooses to pilot a Light or an Indirect Fire Support unit is accepting the disadvantages of lower rewards along with the advantages of unconventional abilities of their units, so there is no small amount of blame on the pilot who steps into a role and refuses to perform it.

Anyway, we already know the Devs are making their game, not ours. We'll just have to adapt, I guess.


All I question here is the brawler story, to many tarts to get real brawling.





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