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Patch Day - July 30Th - LIVE!


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#41 Braggart

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Posted 30 July 2013 - 08:27 AM

I am so happy they are actually doing their aggressive weapon balance they said we were gonna see.....................................................................................................

This entire month's worth of patches has been sad. At this point I dont see any point in buying the Phoenix project at all. It's like PGI goes out of it's way to convince me to not invest in their game.

Edited by Braggart, 30 July 2013 - 08:28 AM.


#42 The Trice

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Posted 30 July 2013 - 08:28 AM

View PostTennex, on 30 July 2013 - 08:02 AM, said:

where is PPC's +1 heat?

Good point

#43 Fishhawk

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Posted 30 July 2013 - 08:28 AM

It's funny how many tweaks to the Artillery and Air Strike modules they have had. But they are so situational. Does anyone really use them that often?
My thought is that until they have a mode that emphasizes Defense, that these modules won't be really worth it.

#44 Middcore

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Posted 30 July 2013 - 08:29 AM

View PostGarth Erlam, on 30 July 2013 - 07:34 AM, said:

ERPPCs and PPCs will now share their max alpha limit.


OK, fine. What about bumping their base heat up like we were promised though?

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LRM20, LRM15 and LRM10s now share their max alpha limit.


The only thing that needs to be changed with LRMs is to FINALLY MAKE THEM STOP PREFERENTIALLY DOING DAMAGE TO THE CENTER TORSO. I am sick and tired of getting cored by LRM fire with the rest of my 'mech barely at yellow armor.

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LL, ERLL, LPL will now share their max alpha limit.


LL boating was never a problem. The limit needs to be at least 3. Meanwhile, nobody used ERLLs and LPLs anyway, but thanks for making them even more worthless.

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SRM6 and SRM4 will now share their max alpha limit.


Two weeks of SRMs being halfway decent again and you've already started to nerf them into the ground step by step once more?

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Air/Artillery Strike
  • Radius of Artillery strike increased from 50m to 60m.
  • Radius of explosive shell increased from 25m to 30m.
  • Radius of Air Strike explosive shell increased from 25 to 30m.

  • Will remain useless, nobody cares.


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    Missiles were sometimes doing more damage than their listed amount. This has been fixed.


    Could this be more vague? What is the point of patch notes like this? Let's start with: which missiles?

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    SRM max range had an issue of being innacurate in the simulation.


    OK, again: inaccurate how? Too short or too long?

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    Fixed many "stuck on small rocks" bugs in Canyon Network.


    Good, but the revised movement mechanics are going to remain a frustrating mixed bag until you take into account the height of the 'mech versus the height of the obstacle. I should be able to step over something that only comes up to my 'mechs shins regardless of its "slope." Implement a check which measures the height of the obstacle as a percentage of the 'mech height, and if it's under a certain percentage, the 'mech steps over automatically. Problem solved.

    Edited by Gaslight, 30 July 2013 - 08:30 AM.


    #45 JudgeDeathCZ

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    Posted 30 July 2013 - 08:29 AM

    View PostSirLagsalot, on 30 July 2013 - 08:18 AM, said:

    Ok, I'm confused. This is not the same as the lumping PPCs together because the PPCs all share the same max alpha limit.
    SRM6 max alpha limit is 3, SRM4 max alpha limit is 4. If I have 3x SRM4 and 1x SRM6 and alpha, do I incur the heat penalty or not?
    They share the max alpha limit now, so does it count as me firing 4x SRM4 and no heat penalty or does it count as me firing 4x SRM6 and incurring the wrath of the heat gods?

    Yeah I need pictures to understand this :x .

    #46 kotya

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    Posted 30 July 2013 - 08:30 AM

    I pray that those are real

    Optimization to the client code.
    • Math functions.
    • Gameplay code.
    • Rendering code.
    • HUD draw calls.

    Edited by kotya, 30 July 2013 - 08:31 AM.


    #47 Esarai

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    Posted 30 July 2013 - 08:30 AM

    Wooo, this looks awesome. Glad to hear there were some framerate improvements.

    As for Terra Therma, I've always wanted my stompy robots with a side of platform-jumping.

    This'll be fun.



    View Postkotya, on 30 July 2013 - 08:30 AM, said:

    I pray that those are real
    [color=#959595]Optimization to the client code.[/color]
    • Math functions.
    • Gameplay code.
    • Rendering code.
    • HUD draw calls.



    I am certainly going to be testing the framerate improvements quantitatively.

    Edited by Esarai, 30 July 2013 - 08:31 AM.


    #48 CeeKay Boques

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    Posted 30 July 2013 - 08:31 AM

    Damn, they nerfed smoking lights. Back to Camels I guess...

    #49 jakucha

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    Posted 30 July 2013 - 08:31 AM

    View PostGaslight, on 30 July 2013 - 08:29 AM, said:


    OK, fine. What about bumping their base heat up like we were promised though?


    Nothing was ever promised. Will probably come with next patch anyway seeing as how this was an uncommon third one.

    Edited by jakucha, 30 July 2013 - 08:32 AM.


    #50 Druidika

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    Posted 30 July 2013 - 08:33 AM

    So what happened to the aggressive balancing up until launch? Not even the +1 PPC heat you mentioned made it in.

    #51 Middcore

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    Posted 30 July 2013 - 08:33 AM

    View Postjakucha, on 30 July 2013 - 08:31 AM, said:


    Nothing was ever promised. Will probably come with next patch anyway seeing as how this was an uncommon third one.


    It wasn't promised for this particular patch, no, but it is supposed to happen. And most people would say it's more important than any other balance change they did get around to making in this patch.

    #52 Khobai

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    Posted 30 July 2013 - 08:34 AM

    No PPC fix? Whatever happened to aggressive weapon balance? Seriously we have to wait 2 more weeks for PGI to *maybe* fix PPCs? And FFS why are you nerfing boating SRMs, LLS, LPLs, etc... not only are those weapons not overpowered when theyre boated, but theyre ONLY viable if theyre boated. This is unacceptable :\

    Edited by Khobai, 30 July 2013 - 08:38 AM.


    #53 Woozle

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    Posted 30 July 2013 - 08:35 AM

    View PostGarth Erlam, on 30 July 2013 - 07:34 AM, said:

    • Spread out spawn point locations on Forest Colony.
    • Light 'Mechs will now use smaller death smoke columns.


    Thank God! I had been waiting for someone to fix the light mech smoke columns for ages now! Good job, PGI

    #54 LaserAngel

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    Posted 30 July 2013 - 08:35 AM

    I'll play a few matches to see Terra Therma in action. I hope to see the heat increase in PPCs next week.

    #55 Braggart

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    Posted 30 July 2013 - 08:36 AM

    View PostWoozle, on 30 July 2013 - 08:35 AM, said:


    Thank God! I had been waiting for someone to fix the light mech smoke columns for ages now! Good job, PGI



    While I get the frustration, I have it also. The guy that fixed that is not the same guy doing the balance and other things.

    #56 Esarai

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    Posted 30 July 2013 - 08:37 AM

    Let us also consider the mention that they're going to be releasing another patch in a week. This is unprecedented for PGI and I really hope it's worth getting excited about.

    #57 rdmx

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    Posted 30 July 2013 - 08:38 AM

    This heat scale system is an unintuitive mess and it keeps on getting worse.

    If you were so convinced this was a problem, why didn't you just go all out and hard limit it (ie. don't fire weapons over limit) instead?

    #58 Woozle

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    Posted 30 July 2013 - 08:40 AM

    View PostBraggart, on 30 July 2013 - 08:36 AM, said:

    While I get the frustration, I have it also. The guy that fixed that is not the same guy doing the balance and other things.


    Yeah, I know...but that one dude must have OCD something fierce. I never even noticed the smoke column, nor thought of it as out of place or mismatched.

    And anyway, if we're talking about fixing things that are the wrong size, how about fixing the freakin' Stalker; how in all that's holy is it smaller than a Catapult?!

    #59 Middcore

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    Posted 30 July 2013 - 08:41 AM

    View PostWoozle, on 30 July 2013 - 08:40 AM, said:


    Yeah, I know...but that one dude must have OCD something fierce. I never even noticed the smoke column, nor thought of it as out of place or mismatched.

    And anyway, if we're talking about fixing things that are the wrong size, how about fixing the freakin' Stalker; how in all that's holy is it smaller than a Catapult?!


    It's not smaller than a Catapult. If you are looking at those front view silhouette charts people love to post, they're misleading. The Stalker has a much bigger side profile; it is longer than any other 'mech in the game.

    The Catapult should probably be a little bit smaller than it is.

    The Quickdraw, Trebuchet, and Awesome are all way more problematic.

    #60 SjurWarEagle

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    Posted 30 July 2013 - 08:42 AM

    That's it?!





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