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Incoming Hot Fix - 24/05/2013 (Updated!)


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#21 OneEyed Jack

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Posted 23 May 2013 - 07:43 PM

Splash damage "drastically" reduced with no corresponding increase to primary damage at all?

Well, I guess I can take the AMS back off my mechs tomorrow.

#22 Joker Two

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Posted 23 May 2013 - 07:46 PM

View PostPaul Inouye, on 23 May 2013 - 07:37 PM, said:

LRM flight path has had it's drop point moved back along the path by 23% when using indirect firing. Splash damage drastically reduced. Damage per missile and all other aspects have not been changed.

The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.


Thanks for the details and the quick turnaround on this Paul!

#23 White Bear 84

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Posted 23 May 2013 - 07:47 PM

Edit: Redacted after reading Pauls post. Thank you for the clarification Paul. Niko - when are you getting that degree in rocket science? :P

Edited by White Bear 84, 23 May 2013 - 08:51 PM.


#24 BlueSanta

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Posted 23 May 2013 - 07:47 PM

View PostPaul Inouye, on 23 May 2013 - 07:37 PM, said:

LRM flight path has had it's drop point moved back along the path by 23% when using indirect firing. Splash damage drastically reduced. Damage per missile and all other aspects have not been changed.

The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.


Thank you for the prompt clarification, Paul, and I am glad that you are changing what is causing the problem and not what isn't. Did you reduce the splash damage or the splash radius, and will this affect all missile types?

#25 Johnny Two Legs

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Posted 23 May 2013 - 07:49 PM

Sigh.
One day we'll get LRM's all nice and balanced.
I hope this re/un/de-nerf doesnt impact LRMs too much...
Otherwise it's back to a Battletech universe where LRMs are never seen.... Couple that with pop-tarts and it's quite unlike what Battletech has been for the past 30 years...

J2L

Edited by Johnny Two Legs, 23 May 2013 - 07:50 PM.


#26 GuardDogg

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Posted 23 May 2013 - 07:53 PM

Had to take the benefits of using LRMs, before the fix. New it was coming. I refused to fall victim anymore after first day of the patch. In the mean time...hurts eh? Surprised 5 straight kills with LRM boat, nothing else (lasers, MG, PPCs....etc.). I preferred one on one, hand to hand combat (close range).

#27 Jman5

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Posted 23 May 2013 - 07:55 PM

View PostPaul Inouye, on 23 May 2013 - 07:37 PM, said:

LRM flight path has had it's drop point moved back along the path by 23% when using indirect firing. Splash damage drastically reduced. Damage per missile and all other aspects have not been changed.

The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.

How is this going to impact SRMs?

#28 Carrioncrows

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Posted 23 May 2013 - 07:56 PM

Sounds perfect.

Awaiting Patch.

Posted Image

#29 darqsyde

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Posted 23 May 2013 - 07:59 PM

...and with that my mini-cation ends around 1030PDT.

Thank you.

#30 Hex Pallett

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Posted 23 May 2013 - 08:04 PM

LRM may seems a bit OP right now, but it could also be possible that since LRM has finally returned to its formal glory, everyone is trying it out, thus leading to more LRM kills. I'd say we should wait for at least another week and see how it goes.

#31 Sagamore

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Posted 23 May 2013 - 08:03 PM

I guess we'll see the pop tarts coming out in full force tomorrow. It was nice to have some variety on the battlefield while it lasted.

#32 Zolaz

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Posted 23 May 2013 - 08:05 PM

I can explain the hotfix like this. More people playing, we make more money. Players upset and not playing, we make less.

Edited by Niko Snow, 23 May 2013 - 08:27 PM.
Image redacted for naughty language (also, improper use of the Ducreux meme


#33 MayGay

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Posted 23 May 2013 - 08:15 PM

the spread is a problem, I've been getting cored with dark yellow side torsos and light yellow arms and legs from only LRM fire, the trajectory is an equally big issue as they will fly over your cover and do a 90 degree drop, straight on to your front side CT regardless of your facing

#34 Axen Marik

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Posted 23 May 2013 - 08:26 PM

The trajectory wasn't the problem, it was all the changes at once that messed it up. Splash fix, damage reduction and adjustment to spread would be just fine so they're not like streak auto coring machines. I would suggest that spread be adjusted in the future to get worse the further from optimum range u go in either direction.

#35 Avi8tor

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Posted 23 May 2013 - 08:26 PM

Why do you guys monkey around with so many things anyway? You can not satisfy everyone all the time and trying to do so is ruining the game. There will always be someone to whine about something...whatever weapon people start using and getting good at you guys nerf it because of the whiners....well, I have news for you, they will never go away, but your client base will....keep it up till you ruin the game.....because from what I can tell, the only ones who get any consideration are the ones who suck....get good at something and your screwed over at the next patch......Pathetic...

Edited by Avi8tor, 23 May 2013 - 08:26 PM.


#36 B4Xi

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Posted 23 May 2013 - 08:29 PM

Finally !!! Thank you so much. It was getting boring they all player used LRMS. And that alert ... incoming missiles past all game start sh*t on me.

#37 ReaverLord

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Posted 23 May 2013 - 08:40 PM

The issue is balancing missiles to not be useless, but not be irrelevant. I think the damage should be high, but the rate of fire is slow. Having 100 missiles hit you before you can move into cover is ridiculous. Same with having 12 ppc hitting you without any recourse.

#38 Postumus

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Posted 23 May 2013 - 08:42 PM

Why would you change both the flight path and damage at the same time? It didn't make sense when you did it in the regular patch, and it doesn't make sense now. Doing it the first time made the LRMs overpowered, doing it now is going to trash them. Again. Single, incremental changes allow you to precisely test effects. The damage increase in the last patch wasn't what made the LRMs over the top anyways, it was the flight path. And in any case, LRMageddon or not, it was nice having an alternative to jump sniping for a weekend. It reminded me what the game used to be like with a semblance of weapon balance. Please make LRMs viable, SRMs too. There aren't enough weapons in the game as it is, and when an entire category is useless, or when single weapons outshine everything else, things get super boring, fast.

#39 zraven7

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Posted 23 May 2013 - 08:42 PM

Thanks for the speedy hotfix, guys. This sounds like it should make things a good bit more reasonable. This was fast and courteous of you guys all-around. Thank you.

#40 CrazyJuan

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Posted 23 May 2013 - 08:47 PM

Hope they don't go too crazy with this fix, indirect fire is a good thing to have in the game. Having trouble with boats? Use ecm, and get close. Best thing about playing my boat tonight was having my teammate tag a poptart, who was forced away from his hillside sniping in a manner not really possible with direct fire.

Besides, in a universe with lightning cannons, miniaturized rail guns, fusion reactors, its not far fetched to imagine missiles with top down angle of attack, since we have that today...





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