Jump to content

Patch June 4Th - LIVE!


81 replies to this topic

#41 Dyson Ring

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 178 posts
  • LocationSouth Australia, Australia

Posted 04 June 2013 - 09:22 AM

View PostMasterGoa, on 04 June 2013 - 09:20 AM, said:

SRM damage is buffed by way of spread reduction so more missiles hit the target...


Don't forget Missile HSR! ;)

#42 xengk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 2,502 posts
  • LocationKuala Lumpur, Malaysia

Posted 04 June 2013 - 09:22 AM

Of all the updates in the patch note, the PrintScreen button excites me the most.

#43 Zany

    Member

  • PipPip
  • 31 posts

Posted 04 June 2013 - 09:24 AM

Thanks for printscreen. This is a most welcome addition.

#44 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 04 June 2013 - 09:25 AM

Gameplay


Jump jetting now cause:
  • Screen shake - Jump jetting Mechs shake while jump jets are active.
  • Cross hair shake - Cross-hair shake while jump jets are active.
  • Weapon fire spread - Aiming weapons is randomly offset while jump jets are active.
Weapon Update
  • LRMs now do 1.1 damage per missile.
  • SRM spread reduced from 8m to 6m.
  • Flamer self heat induction reduced from 1.1 to 1.0
I like the LRM change. The SRM spread change is much-needed, but damage will still be too low. Maybe once Streak guidance is fixed PGI can bump SRM damage to where it needs to be. Not sure how a .1 decrease in Flamer heat will work. Maybe it'll be enough.

JJ changes should be very good for healthy game play. The fact that those modifiers only apply while the JJs are active should increase the skill cap for firing while jumping without removing it as a tactical option.

#45 dyndragon

    Member

  • PipPip
  • 35 posts

Posted 04 June 2013 - 09:29 AM

I will reserve judgement, but I think adding the randomness to aiming (not the screen shake or reticle shake) is not a good thing. It might be ok if it is a tiny amount.

#46 D1G17AL

    Member

  • PipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 103 posts
  • Twitter: Link
  • Twitch: Link
  • LocationCalifornia

Posted 04 June 2013 - 09:29 AM

View PostSeddrik, on 04 June 2013 - 09:14 AM, said:

I really don't understand this patch. 1.1 damage on LRM? As if brawling wasn't already hindered by recent buffs... Get ready for more missle boats and long range boredom fights.

And shakex2 and offset while JJs are active? lol... that won't affect me. I fired when dropping anyway.



Because splash is still set to 4 centimeters as far as I still know. I think before the intention with splash was that a cumulative effect would happen, with missile damage set at 0.6 or 0.7, thus resulting in a higher amount of damage, but that requires a larger splash area effect.

I like this better where missiles do more on point damage. Splash makes sense to some degree but I think these missiles should be considered armour penetrating rather than high explosive. This is mech vs mech combat so less explosive is alright in this case cause we need to pierce armour.

Basically, high explosive = anti-personnel and armour penetrating = anti-vehicle (in our case anti-mech)

Edited by D1G17AL, 04 June 2013 - 09:30 AM.


#47 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 04 June 2013 - 09:30 AM

I wonder if they are looking into the current JJ physics... its impossible to lift again if you begin descending, even if you burn 80% of the fuel to get back up.

#48 Sybreed

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,199 posts
  • LocationQuebec

Posted 04 June 2013 - 09:32 AM

View PostLevi Porphyrogenitus, on 04 June 2013 - 09:25 AM, said:

Gameplay


Jump jetting now cause:
  • Screen shake - Jump jetting Mechs shake while jump jets are active.
  • Cross hair shake - Cross-hair shake while jump jets are active.
  • Weapon fire spread - Aiming weapons is randomly offset while jump jets are active.
Weapon Update
  • LRMs now do 1.1 damage per missile.
  • SRM spread reduced from 8m to 6m.
  • Flamer self heat induction reduced from 1.1 to 1.0
I like the LRM change. The SRM spread change is much-needed, but damage will still be too low. Maybe once Streak guidance is fixed PGI can bump SRM damage to where it needs to be. Not sure how a .1 decrease in Flamer heat will work. Maybe it'll be enough.



JJ changes should be very good for healthy game play. The fact that those modifiers only apply while the JJs are active should increase the skill cap for firing while jumping without removing it as a tactical option.

it also proves PGI could get rid of convergence if they ever want to ;)

Edited by Sybreed, 04 June 2013 - 09:33 AM.


#49 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,966 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 04 June 2013 - 09:39 AM

View PostGarth Erlam, on 04 June 2013 - 08:19 AM, said:

  • Users can take screenshots by hitting the PrtScn button.



Yay!

View PostGarth Erlam, on 04 June 2013 - 08:19 AM, said:

  • LRMs now do 1.1 damage per missile.



Boo! There are already too many low-skill LRM spammers in this game. Don't encourage more.

Edited by Appogee, 04 June 2013 - 09:41 AM.


#50 D1G17AL

    Member

  • PipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 103 posts
  • Twitter: Link
  • Twitch: Link
  • LocationCalifornia

Posted 04 June 2013 - 09:40 AM

View PostChavette, on 04 June 2013 - 09:30 AM, said:

I wonder if they are looking into the current JJ physics... its impossible to lift again if you begin descending, even if you burn 80% of the fuel to get back up.



I'm very interested to see how JJ behave on low gravity or zero gravity maps. Cause currently we have either 0.9-1.1 gravity on all planets. I will be interested to see 0.5 or 0.1 gravity maps. Inversely it would also be interesting to see the mechanics of high gravity worlds double or triple gravity.


View PostAppogee, on 04 June 2013 - 09:39 AM, said:

Yay!


Boo!



LRMS still have practically 0 splash so they aren't going to be super OP.

Edited by D1G17AL, 04 June 2013 - 09:40 AM.


#51 Obsidian Rose

    Rookie

  • 1 posts

Posted 04 June 2013 - 09:42 AM

View Postjoker1974, on 04 June 2013 - 09:12 AM, said:

Arghhh. Been away for a bit, started playing again, forgot that..... . Still, you guys are doing the downtime on early evenings CET (Europe) time. Prime time gaming time! Great, now I have to find something else to do! Seriously, reconsider this weekly downtime period. Europe can scratch Tuesday evenings as MWO game day.


I second this. New to this game, had no idea you do maintenance in european prime time, just bought premium, and maintenance... Your seriously should try to do your maintenance a few hours earlier, moring time US, early afternoon EU, that way it impacts the most people the least.

Edited by Obsidian Rose, 04 June 2013 - 09:43 AM.


#52 Sybreed

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,199 posts
  • LocationQuebec

Posted 04 June 2013 - 09:45 AM

View PostObsidian Rose, on 04 June 2013 - 09:42 AM, said:


I second this. New to this game, had no idea you do maintenance in european prime time, just bought premium, and maintenance... Your seriously should try to do your maintenance a few hours earlier, moring time US, early afternoon EU, that way it impacts the most people the least.

agreed, these patches should be during night time when there are less people playing, hell, that's what most games do.

#53 Miken

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 225 posts
  • LocationRussia

Posted 04 June 2013 - 09:45 AM

Without SSRM\SRM damage buff peoples still use ERPPC\PPC boats because more dps and no needs for close combat! C'mon! Devs u are so blind?

Edited by Miken, 04 June 2013 - 09:46 AM.


#54 Odd Thomas

    Member

  • PipPipPipPipPip
  • Survivor
  • 167 posts
  • LocationFlorida

Posted 04 June 2013 - 09:46 AM

View PostMister Blastman, on 04 June 2013 - 08:58 AM, said:

Soooo... No SRM damage buff and no fix to Streaks hitting CT?


seems LRM's can be adjusted...readjusted....... why not SRM's?

Thanks for PrintScreen option though

#55 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 04 June 2013 - 09:47 AM

View PostMiken, on 04 June 2013 - 09:45 AM, said:

Without SSRM\SRM damage buff peoples still use ERPPC\PPC boats because more dps and no needs for close combat! C'mon! Devs u are so blind?

No, they are still working on damage numbers. Now that the spread is reduced, and HSR is in, the impact of SRMs on the field might need a little re-evaluation in Live matches.

#56 Odd Thomas

    Member

  • PipPipPipPipPip
  • Survivor
  • 167 posts
  • LocationFlorida

Posted 04 June 2013 - 09:52 AM

View PostMasterGoa, on 04 June 2013 - 09:20 AM, said:

SRM damage is buffed by way of spread reduction so more missiles hit the target...


For a close up brawler the damage count will be the same

#57 arghmace

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 845 posts
  • LocationFinland

Posted 04 June 2013 - 09:56 AM

Firebrand seems to be the best Jagermech so quite p2w there. Same thing as with Dragons, pretty much.

JJ shake sounds very good but will reserve judgment until I see it in action.

LRM dmg buff was indeed in order but might still not be enough. 1.2 in the next patch? Or do a bigger overhaul like making them fire and forget.

I really think that SRM damage should be upped to 2.0 but at least HSR and smaller spread help a bit. However, PGI, can you tell me who in their right mind would use SRM2's? I really liked how it was before that SRM2 had smaller spread than SRM4 that had smaller spread than SRM6. Last patch made them all spread the same so now smaller launchers are useless. You really gotta do something to buff the SRM2. Faster recycle, less heat, maybe? Furthermore if Artemis doesn't help more than after last patch then it's only advisable to SRM6 if even that. It used to be pretty nice with SRM4's as well earlier, but that was ruined with the spread pattern changes.

HSR for missiles and general networking fixes are great, of course.

#58 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 04 June 2013 - 09:58 AM

View PostAppogee, on 04 June 2013 - 09:39 AM, said:

Boo! There are already too many low-skill LRM spammers in this game. Don't encourage more.



Uh where, they seemed to have mostly retreated to their caves after the LRM nerf. Seriously! I took an LRM boat and did half as much damage as I did in a jump sniper.

#59 Hammertrial

    Clone

  • PipPipPipPipPipPip
  • 267 posts

Posted 04 June 2013 - 09:59 AM

Quote

Jump jetting now cause:
  • Screen shake - Jump jetting Mechs shake while jump jets are active.
  • Cross hair shake - Cross-hair shake while jump jets are active.
  • Weapon fire spread - Aiming weapons is randomly offset while jump jets are active.



Here's hoping the part about more weight = more shake isn't listed or yay MORE LIGHT NERFS!

Quote

Weapon Update
Flamer self heat induction reduced from 1.1 to 1.0


That flamer self heat needs to be .5 to be worth a damn unless they make the flamer users cap also cap out at 90% BECAUSE WHY NOT.

Edited by Hammertrial, 04 June 2013 - 10:02 AM.


#60 Arctu

    Member

  • PipPipPip
  • 58 posts

Posted 04 June 2013 - 10:02 AM

The K2 is dead, long live the Firebrand ...





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users