Jump to content

Patch Day - August 6Th - LIVE!


172 replies to this topic

#101 Name140704

    Member

  • PipPipPipPipPipPipPipPip
  • 1,196 posts
  • LocationBehind You

Posted 06 August 2013 - 10:03 AM

View PostKunae, on 06 August 2013 - 09:59 AM, said:

He means they've reduced the cash rewards so that killing 12 returns the equivalent cash as killing 8.

It's a nerf, disguised in double-speak.

Hope not, but wouldn't be surprised. we'll find out in a few hours.

On a side note; I worry that this will help push the energy weps back to dominance, since ammo will be running out more.

#102 New Breed

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,028 posts

Posted 06 August 2013 - 10:03 AM

How about.. fixing the broken spider hit box

and BEING ABLE TO HOLD BACKSPACE IN CHAT AGAIN.. that has been only been broken what .. 4 months now?

#103 Quadrone

    Rookie

  • Knight Errant
  • 7 posts

Posted 06 August 2013 - 10:04 AM

Unbelievable, some people here...
By all the bitching and moaning you'd think igp/piranha are letting the game die on purpose, instead of pumping out big content patches these past few weeks. Which is what's actually happening.

Sure, the game is far from perfect but can you stop the vitriol for 5 minutes and continue ranting in the balance forum later?

#104 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 06 August 2013 - 10:05 AM

View PostTennex, on 06 August 2013 - 09:38 AM, said:

Critical change is a pretty drastic gameplay mechanic to introduce this close to release time..


Which is why we need to test it out a few weeks before it releases so they can tweak it. Would you rather they add it in at the end of September?

#105 Heinreich

    Member

  • PipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 181 posts

Posted 06 August 2013 - 10:05 AM

@Garth: You shoulda called it the KTO-OE instead of KTO-GB ;)

#106 Big Giant Head

    Member

  • PipPipPipPipPipPip
  • 258 posts
  • Locationingalaxyfarfaraway

Posted 06 August 2013 - 10:05 AM

time to patch ...

#107 Yankee77

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 410 posts

Posted 06 August 2013 - 10:05 AM

View PostGwaihir, on 06 August 2013 - 09:46 AM, said:


It is the only way to shoot if you have any clue how to brawl. The goal of any brawler is shoot in one concentrated shot, then spend your weapon cooldown times torso twisting to block incoming damage with your arms and side torsos to prevent getting cored. Staying facing your target ti **** damage in chainfire is an excellent way to play dumb and get slaughtered by anyone who knows what they're doing.


Firstly, the whole point of the new heat system is to penalize people for shooting "in one concentrated shot", so sounds to me like it's working as designed.

Secondly, There's plenty of time to fire off another salvo during that reload, and you know it. If you're constantly twisting your torso, then it should be a trivial matter to twist back in and fire off that salvo. Never mind that some of those missiles are arm-loaded.

So make 1 salvo with the 2 left arm SRM6s (your arms are not locked, of course, being a great brawler), and then another salvo with the torso SRM6/2xSRM4s. It just means you'll need to twist a bit more.

Ideally, the other mechs you're fighting are also being discouraged from firing everything "in one concentrated shot", so it all evens out. If there are combos that aren't affected but SHOULD be (such as the 2xPPC/Gauss) then that's a balance issue that should be addressed separately. Ultimately the goal is to make it harder to firing "in one concentrated shot", and if everyone is in the same "boat", then having to fire in 2 salvos isn't really a disadvantage.

#108 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 06 August 2013 - 10:07 AM

View PostItkovian, on 06 August 2013 - 09:40 AM, said:


It does, in fact.

Don't fire them all at once. Problem solved. Stop pretending alpha strike is the only way to shoot.


Exactly. Why can't people shoot in 0.5s intervals? It's not that hard. I know why, people like burst damage because that's how every game out there gets a kill. People don't like slow, steady damage.

#109 wmusil

    Member

  • PipPipPip
  • The 1 Percent
  • 57 posts
  • LocationNew Joysee

Posted 06 August 2013 - 10:07 AM

I know the notes are here, but the primary Patch Notes link in the forum and from the patcher still gos to July 30th.

#110 Wales Grey

    Dark Clown

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 861 posts
  • Facebook: Link
  • Twitter: Link
  • Twitch: Link
  • LocationThe Frigid North

Posted 06 August 2013 - 10:08 AM

View PostItkovian, on 06 August 2013 - 10:05 AM, said:


Firstly, the whole point of the new heat system is to penalize people for shooting "in one concentrated shot", so sounds to me like it's working as designed.

Secondly, There's plenty of time to fire off another salvo during that reload, and you know it. If you're constantly twisting your torso, then it should be a trivial matter to twist back in and fire off that salvo. Never mind that some of those missiles are arm-loaded.

So make 1 salvo with the 2 left arm SRM6s (your arms are not locked, of course, being a great brawler), and then another salvo with the torso SRM6/2xSRM4s. It just means you'll need to twist a bit more.

Ideally, the other mechs you're fighting are also being discouraged from firing everything "in one concentrated shot", so it all evens out. If there are combos that aren't affected but SHOULD be (such as the 2xPPC/Gauss) then that's a balance issue that should be addressed separately. Ultimately the goal is to make it harder to firing "in one concentrated shot", and if everyone is in the same "boat", then having to fire in 2 salvos isn't really a disadvantage.


1. LOL
2. LOL
3. So if everyone has to deal with the #idiotheatwankery then clearly it's balanced! Externalities cannot affect markets!

#111 Punk Oblivion

    Member

  • PipPipPipPipPipPip
  • The Scythe
  • The Scythe
  • 352 posts

Posted 06 August 2013 - 10:09 AM

I am very thankful for:
- PPC/ERPPC heat increase
-12V12
-LPL buff
-Glad the SRM's have the same Alpha limit now. I think 3 is a good spot IMHO. I think people underestimate how much damage 3XSRM6+Art can do within 150M
-The golden boy mech, I am so upset that I am broke this week, I'm about to whine to my GF like a kid in a candy shop, see if she will buy it for me :-P

BUT:
- Is this crit system supposed to buff the LBX? I would much rather just have a .5 second cooldown reduction. HOWEVER, I will give it a try and see how this new system works.

- We REALLY need more ammo/ton now that 12V12 is the only mode. <-- This is going to be the next huge complaint that arises, I will put money on it.

- I do appreciate the X2-XP for first win of the day, but I would rather have X2-Cbills (could even just be times 1.5). Would also like to see a system put in where you get double XP on the first 10 matches on any new mech you've purchased.

Edited by Punk Oblivion, 06 August 2013 - 10:11 AM.


#112 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 06 August 2013 - 10:09 AM

View PostSprouticus, on 06 August 2013 - 09:54 AM, said:



That's how I thought it worked. The wording on that is odd.


So a PPC hit that crits does an additional 1.5 dmg to internals.

An Ac20 round that crits will do 3 extra dmg.

A lbx pellet that crits does 0.15, 0.3 (14% chance),0.6(8% chance), or 0.9(2% chance) dmg. Looking at the averages, you get roughly 0.3 dmg per pellet on average. If by some chance you hit and crit with all 10 pellets, you would do 3 extra damage (the same as an AC20)

a very small buff, and nothing to worry about from a balance standpoint.


Also it's worth to remember LBX , MG and Flamer have increase crit chance numbers than other weapons.

In short it may seem like nothing but i'm afraid Mg can become quite quite dangerous to an already unarmored section

#113 Vasces Diablo

    Member

  • PipPipPipPipPipPipPip
  • 875 posts
  • LocationOmaha,NE

Posted 06 August 2013 - 10:10 AM

View PostBlalok, on 06 August 2013 - 10:02 AM, said:


I expect that'll be the case... it'd be nice to see it in print is all. Can't have everyone racking up CBills &amp; (ohmygoodness) needing more mechbays to spend them in...


Even better, is adjust cbills but not XP, so you'll go through (master) mechs faster than you can get cbills and be tempted to use MC to buy new ones along with mech bays.

#114 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 06 August 2013 - 10:10 AM

View Postracal, on 06 August 2013 - 09:45 AM, said:

Seriously, Daily Rewards?!?!?!???

Can we not keep the crap from every common mmorpg out of this game...

******* IGP piece of **** publishers leave this game alone.


wow really ? you have a problem with daily exp boost?

#115 Wales Grey

    Dark Clown

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 861 posts
  • Facebook: Link
  • Twitter: Link
  • Twitch: Link
  • LocationThe Frigid North

Posted 06 August 2013 - 10:10 AM

View PostNgamok, on 06 August 2013 - 10:07 AM, said:


Exactly. Why can't people shoot in 0.5s intervals? It's not that hard. I know why, people like burst damage because that's how every game out there gets a kill. People don't like slow, steady damage.


Apparently, PGI also hates slow, steady damage as well, given how the #yoloparticle #swagheat impacts brawlers and DPS builds far more than it impacts dual PPC/Gauss snipers.

#116 Ghost Rider LSOV

    Member

  • PipPipPipPipPipPip
  • The Raider
  • The Raider
  • 272 posts
  • LocationGreece

Posted 06 August 2013 - 10:10 AM

View PostNgamok, on 06 August 2013 - 10:07 AM, said:


Exactly. Why can't people shoot in 0.5s intervals? It's not that hard. I know why, people like burst damage because that's how every game out there gets a kill. People don't like slow, steady damage.


Problem is, the typical build (2 PPC + Gauss) has no problem doing that and putting everything on 1 pixel (exaggerated, but you get the idea).

#117 zolop

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 284 posts

Posted 06 August 2013 - 10:13 AM

Like the patch, excited when UI 2.0 comes out with tonnage limits, then being finally to have larger groups than 4. Tonnage limits are needed to balance the current battles. Many times I've had 3+ assualts on my team (8v8) and we procede to run over the enemy team with less assaults.

First win of the day I would also agree that it should be X2 for CB and x2 for XP per mech.

Edited by zolop, 06 August 2013 - 11:05 AM.


#118 Yankee77

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 410 posts

Posted 06 August 2013 - 10:16 AM

View PostWales Grey, on 06 August 2013 - 10:08 AM, said:


1. LOL
2. LOL
3. So if everyone has to deal with the #idiotheatwankery then clearly it's balanced! Externalities cannot affect markets!


You, sir, make a compelling argument.

Well done. ;)

#119 Royalewithcheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,342 posts

Posted 06 August 2013 - 10:18 AM

View PostLord Perversor, on 06 August 2013 - 10:09 AM, said:


Also it's worth to remember LBX , MG and Flamer have increase crit chance numbers than other weapons.

In short it may seem like nothing but i'm afraid Mg can become quite quite dangerous to an already unarmored section


You know what's even deadlier to an unarmored section? Gauss+2xPPC.

#120 mariomanz28

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 188 posts
  • Google+: Link
  • LocationForest VA US

Posted 06 August 2013 - 10:18 AM

And I'm guessing my 4 AC/2 Jager is still unusable ;)





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users