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Patch May 21St - LIVE!


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#101 Mister Blastman

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Posted 21 May 2013 - 10:04 AM

View Postarmyof1, on 21 May 2013 - 10:00 AM, said:


And no missile HSR either, both been delayed. So yep, still pointless using SRMS instead of more heatsinks and more/bigger energy weapons. Happy 2 months srm nerf, hopefully you won't go on to become 3 months old, but who knows really.


Totally. Streaks are far better for the tonnage with their crit-seeking buggedness for the time being. SRMs are still a waste of space.

#102 Dirus Nigh

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Posted 21 May 2013 - 10:04 AM

Will the UAV look like a boomerang spotter plane?

Posted Image

Edited by Dirus Nigh, 21 May 2013 - 10:05 AM.


#103 Kamelkaze

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Posted 21 May 2013 - 10:04 AM

View PostNicholas Carlyle, on 21 May 2013 - 09:56 AM, said:


No, someone explained in another thread. Basically if you have BAP and ECM, BAP's ECM counter is turned off.


Really? Thanks! :)

#104 Doctor Proctor

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Posted 21 May 2013 - 10:05 AM

"Likened to large scale foxhole warfare, the network is primed for snipers, surprise attacks and quick getaways"

Great, just what we need, a map that caters to sniping! How novel!!!
</sarcasm>

Seriously though, every map usually devolves into some sort of sniper match. Why not design some new maps that encourage brawling? Or that at the very least have several different ways to play them so that every. single. match. doesn't involve both teams rushing to same exact point and then sniping each other from opposite ridges... (looking at you radio tower...)

#105 charov

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Posted 21 May 2013 - 10:07 AM

This patch is awesome! :)

#106 Mechkilla

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Posted 21 May 2013 - 10:09 AM

View Postred devil2, on 21 May 2013 - 10:07 AM, said:

This patch is awesome! :)

No it is not .... still waiting for it :P

#107 Krigherren

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Posted 21 May 2013 - 10:09 AM

View Postred devil2, on 21 May 2013 - 10:07 AM, said:

This patch is awesome! :)

Just needs to be finished!!!

#108 PoLaR

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Posted 21 May 2013 - 10:09 AM

It will be interesting to see what the small PPC nerf will do to the game lol

#109 Deathlike

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Posted 21 May 2013 - 10:10 AM

View Postarmyof1, on 21 May 2013 - 09:56 AM, said:


PPCs were getting non-linear damage decrease under 90m. For example when 45m from target, one PPC shot should do 5 damage since it's half the distance of 90m, but it used to do like 3 or so, which was too little.


IIRC, it was pointed out to Thomas in a PPC min damage thread that the damage was exponentially lower.

Instead of damage = (90-distance)/10
It was actually = square root ((90-distance)/10) or something like that.

Edited by Deathlike, 21 May 2013 - 10:10 AM.


#110 Dude42

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Posted 21 May 2013 - 10:11 AM

Hurry up already patch. I want to play you.

#111 Nicholas Carlyle

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Posted 21 May 2013 - 10:11 AM

View PostDeathlike, on 21 May 2013 - 10:10 AM, said:


IIRC, it was pointed out to Thomas in a PPC min damage thread that the damage was exponentially lower.

Instead of damage = (90-distance)/10
It was actually = square root ((90-distance)/10) or something like that.


Part of me is ok with them sucking at under 90m. Maybe it's just my hate for them right now.

#112 KAOS 1

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Posted 21 May 2013 - 10:11 AM

how long does it usualy take

#113 Doomstryke

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Posted 21 May 2013 - 10:11 AM

View PostVagGR, on 21 May 2013 - 09:49 AM, said:


oh common..seriously..how many time have u seen a legged mech escape death no matter the size..1 time out of 10..2 times at best...its a pointless change that adds nothing..and no i dont run lights, mediums and heavis is my thing :)


I was only stating that for the dude in few pages back that didn't understand.

As for getting away as a recently new pilot if your the only mech around and get legged your F*** but when your in a brawl I get away almost every time and then just go capping. It's still viable at 70 not so much at 40

#114 PhoenixFire55

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Posted 21 May 2013 - 10:12 AM

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

  • All new players starting the game will have 2 Elo scores assigned to them.
    • New Player Elo = 1100 (N-Elo)
    • Standard Player Elo = 1300 (S-Elo)
  • Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.



100 games and N-Elo of 600.

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

Weapon Tuning

LRM
  • Speed 120 (up from 100)
  • Damage 0.9 (up from 0.7)
AMS
  • Damage per bullet 3.5 (up from 2.0)



In other words LRMs are still useless, even more useless then they were if your enemy has AMS.

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

NARC
  • Range 450 (up from 270)
  • Duration 30 sec (up from 20 sec)
  • Ammo per ton 12 (up from 6)
LB 10-X
  • Spread 2.25 (down from 3.0)
Machine Gun
  • Damage 0.08 (up from 0.04)
  • Range 120-240 (up from 90-200)
  • Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)
Autocannon 5
  • Range 620-1700 (up from 540-1620)
  • Cooldown 1.5 (down from 1.7)



Just why?? The fact that nobody uses smth is not a valid reason to buff it.

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

PPC/ERPPC
  • Cooldown 4.0 (up from 3.0)



So now everybody is gonna pop-tart with PPC boats every 4 seconds instead of every 3 seconds. Such a nice improvement to game balance!

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

Beagle Active Probe
  • Now counters ECM within 150m.
  • BAP will only counter 1 enemy ECM 'Mech within its range
  • A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.



Just why is it 150m? LRMs are useless, SSRMs are too good. 150m range means nothing to LRMs and everything to SSRMs. Buff what is already overpowered and nerf what is already underpowered... really?

Also ... why we don't get all BAP features with ECM on and at the same time why the **** can I still fire SSRMs and LRMs with my ECM on ???


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


    • TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.
    • Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.
    • Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.
      • Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
    • Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons



In other words get all the expensive funny stuff and all the *redacted* target decay modules and your missiles follow targets for 5 seconds after you lost lock, going around buildings etc. .... just great. And Artemis works with no line of sight. Super.

Failure to recognize that your ECM is what is broken and not smth else is just getting funnier and funnier. Using crutches won't fix it.
1) ECM is broken, its ECM not Angel-ECM or super-duper-one-way electronic bonanza.
2) LRMs are still useless because of ECM (see no.1)
3) SSRMs are even better now coz yaaay no ECM inside 150m
4) SSRMs really need a buff because yes ... center-torso-only hits.
5) SSRMs surely need yet another buff, because yaay, I can shoot guided missiles with my ECM on! (see no.1)
6) And sure PPCs are working just fine because a PPC boat beats an SRM-LBX boat in a close range fight!
7) And sure 4 sec recharge instead of 3 sec recharge for PPCs is a great improvement to game balance while anyone who actually playes the game sees well enough that pop-tarter PPC boats do not jump every 3 seconds.
8) If you will not remove perfect convergence the game will always be a pop-tart PPC-Gauss boats just like MW4 was. Nothing you do to PPCs will change it. Make it 10 sec recharge I will be jumping once every 10 sec. Make it 20 heat per shot I will do same. Removing perfect convergence and forcing players to do it manually solves 95% of broken mech builds and makes normal builds valid and playable again. Apart from that it gives skilled players an edge over a 6-PPC Stalker noobs who currently play this game in point-and-click easy mode.

Edit: One last thing. There are hundreds of suggestions on these forums that actually make much more sense than what you are currently doing to improve game balance.

Edited by PhoenixFire55, 21 May 2013 - 10:16 AM.


#115 Joe Decker

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Posted 21 May 2013 - 10:16 AM

Well okey I understand ECM had to be nerfed a little bit - but now I cannot see much Sense in equipping ECM anymore, seismic Sensor is a cool Thing but also strikes at Lights. Those other Mali for legged Mechs are also a little bit too much - and i also think about mediums, heavys or assaults being legged... I liked it as it has been before. Was no Need to change this.

What sounds good is New Mech, new Camo, new Map (yeah !) LRMs more dmg again, longer cooldown for ppc's that all is a good Thing. And higher Network Stability also sounds very good to me.

Just my 5 Cent.

#116 Mister Blastman

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Posted 21 May 2013 - 10:16 AM

View PostDeathlike, on 21 May 2013 - 10:02 AM, said:

Also, the seismic sensor module effectively prevents backrage or sneaking up by fast mediums or lights. This is worse than TT BAP (can see through structures @ a limited distance IIRC). Whose crazy screwed up idea is this???


Let's just make it even EASIER for snipers to their nasty thing.

*facepalm*

This is probably the biggest fail idea ever.

Edited by Mister Blastman, 21 May 2013 - 10:17 AM.


#117 NvSylvenau

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Posted 21 May 2013 - 10:16 AM

Posted ImageGarth Erlam, on 21 May 2013 - 05:20 PM, said:<p class="blockquote">
PPC/ERPPC
  • Cooldown 4.0 (up from 3.0)

View PostPhoenixFire55, on 21 May 2013 - 10:12 AM, said:


So now everybody is gonna pop-tart with PPC boats every 4 seconds instead of every 3 seconds. Such a nice improvement to game balance!




Rome wasn't built in a day *singing* :)

#118 Parliment

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Posted 21 May 2013 - 10:17 AM

Yay for neato mechiness.

#119 MaddMaxx

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Posted 21 May 2013 - 10:17 AM

View PostNicholas Carlyle, on 21 May 2013 - 09:51 AM, said:


Not sure, either PPC's were doing too much damage under min range, or not enough. wasn't clear.

I didn't catch the UAV MC vs. C-bill. I am honestly so exhausted with consumables at this point. How much better is the MC version?

I hate consumables.


For those who can hate but not read.

Quote

  • A UAV will be destroyed after taking a cumulative 10 damage. The UAV will self-destruct after being in the air for a certain length of time
    • Destroying an enemy UAV is worth 50 XP
Consumable Module: UAV
  • Automatically unlocked
  • 40,000 C-Bills
  • Hovers for 45 seconds before self-destructing
  • Detects enemies up to 240 m away
  • Can be detected and targeted by enemies within 180 m
  • Consumed upon use
Consumable Module: Advanced UAV
  • Automatically unlocked
  • 15 MC
  • Hovers for 60 seconds before self-destructing
  • Detects enemies up to 240 m away
  • Can be detected and targeted by enemies within 180 m
  • Consumed upon use
Upgrade Module: Improved UAV
  • 15,000 GXP to unlock
  • Upgrades the UAV module
  • Increases the UAV's hover time by 15 seconds (60 seconds total)
  • Does not need to be equipped to a BattleMech
Upgrade Module: UAV Upgrade
  • 15,000 GXP to unlock
  • Increases the sensor range of all your UAVs by 25%
  • Does not need to be equipped to a BattleMech
  • Gameplay


#120 Will HellFire

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Posted 21 May 2013 - 10:18 AM

@PhoenixFire55: It looks like, no matter what they do, you will be complaining about something. You sound like a proffesional whiner. Please take your whining to WoW, LoL or some other game, we dont need it here.





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