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August 6Th - 12V12 Patch!


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#121 warner2

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Posted 06 August 2013 - 02:27 PM

We're on the 12 man queue, failing to find a match, get on!

#122 Alex Wolfe

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Posted 06 August 2013 - 02:35 PM

View PostDrakken, on 06 August 2013 - 11:26 AM, said:

I guess it's good we're still in beta then.

Ha ha, yes. Yes, we are still in beta, with beta shield active.

For now, right?

Posted Image

Edited by Alex Wolfe, 06 August 2013 - 04:02 PM.


#123 Rigmoran

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Posted 06 August 2013 - 02:40 PM

Anyone else notice a bug with the 2X EXP bonus? I'm not getting it the first time anymore. I switched to assault and it seems like I get it on the second match with all my mechs now. Also, dropping out of a match early seems to keep you from getting it as well.

Edited by Rigmoran, 06 August 2013 - 02:41 PM.


#124 Felio

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Posted 06 August 2013 - 02:42 PM

Can someone please explain the critical damage change?

My understanding was that once armor was reduced to 0, further damage had a chance of damaging internal components.

So now, what, it's dealing 15% instead of 100%? I'm sure that's not the case, but it's the only possible interpretation I see.

15% is now going to internals.... where the flying heck was it going before???

Edited by Felio, 06 August 2013 - 02:51 PM.


#125 rgreat

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Posted 06 August 2013 - 02:44 PM

View PostRigmoran, on 06 August 2013 - 02:40 PM, said:

Anyone else notice a bug with the 2X EXP bonus? I'm not getting it the first time anymore. I switched to assault and it seems like I get it on the second match with all my mechs now. Also, dropping out of a match early seems to keep you from getting it as well.

2 x XP is only for battles where your team win the match.

#126 New Breed

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Posted 06 August 2013 - 02:44 PM

Bring back MORE jump jet shake for heavy/assault mechs

#127 Redshift2k5

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Posted 06 August 2013 - 02:49 PM

Every match since the patch has been great, matches are long and nobody goes down without a fight.

#128 Sable

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Posted 06 August 2013 - 02:53 PM

Yay for 12v12 and yay for large laser heat adjustments. Yay for new hero mech.....

But the underlying problems that keep me from enjoying mechwarrior are still there. One game and there's still jenners and commando's running around popping people with PPCs, Just one game is all it took to make me want to wait another week and hope.

- PPC projectile speed. It needs to be lower to increase difficulty. ER lasers should have the roll of instant long range damage.
- Heat scale still sucks the life out of the game for me, no variety anymore and for some reason its still bugging with AC/2s. If you're truly dead set on keeping it then Large lasers should be set to 4.

I'll try again next week and hope for the best. Keep at it PGI i'm keepin my hopes up for you guys.

#129 Wraith511802003

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Posted 06 August 2013 - 03:01 PM

To many mechs for many of the maps... some maps are to small to do this. Not to mention what is wrong with the winnings.. you dont get **** for kills and compent destruction any more..

Edited by Wraith511802003, 06 August 2013 - 03:13 PM.


#130 Duban

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Posted 06 August 2013 - 03:02 PM

So far I am not enjoying 12-man fights. You just have less impact on the battle. I don't mind 12-man for pre-made groups where you can have some semblance of coordination but 12-man PUG is much less enjoyable than 8-man PUG. I feel like it doesn't matter whether I suck or play great - whether I win or not pretty much rests in the hands of my completely-random teammates. We should at least have the option of whether to 8-man or 12-man PUG.

Also, the c-bill nerf is incredibly annoying. Even if you do more damage/kills/assists the matches take longer. On average I'm finding I earn fewer cbills in matches that take longer. This probably doesn't bother veterans much, but for new players its painful.

I'm disappointed so far.

Edited by Duban, 06 August 2013 - 03:03 PM.


#131 blacklp

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Posted 06 August 2013 - 03:03 PM

What is going on with missles on highlanders. I fire 2xSRM6, first one fires 6 missles, second fires one at a time.

#132 Fatbat

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Posted 06 August 2013 - 03:08 PM

View PostBromineberry, on 06 August 2013 - 10:01 AM, said:


First I was very happy ro read about the 12vs12. But why in the name of god do you allow 12man premades? I'm really looking forward to running into them...not: 0 vs 12: "GG, CLOSE!"


Pugs don't play against 8 man premades, so why would it be any different for 12 man?

#133 Felio

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Posted 06 August 2013 - 03:12 PM

PGI about a week ago: We're going to give lights and mediums more ways to contribute and reward them for doing their roles.

PGI today: We've made it harder to cap.

#134 Wraith511802003

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Posted 06 August 2013 - 03:21 PM

View PostFelio, on 06 August 2013 - 03:12 PM, said:

PGI about a week ago: We're going to give lights and mediums more ways to contribute and reward them for doing their roles.

PGI today: We've made it harder to cap.


Lite should get rewards of scouting and targeting, they shoudl fall on their azzes for shooting a ppc or a gauss rifle, ac 20

#135 Felio

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Posted 06 August 2013 - 03:27 PM

View PostWraith511802003, on 06 August 2013 - 03:21 PM, said:

Lite should get rewards of scouting and targeting, they shoudl fall on their azzes for shooting a ppc or a gauss rifle, ac 20


I don't see how that's relevant to what I said.

Edited by Felio, 06 August 2013 - 03:30 PM.


#136 Wraith511802003

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Posted 06 August 2013 - 03:43 PM

View PostFelio, on 06 August 2013 - 03:27 PM, said:


I don't see how that's relevant to what I said.

I dont doubt the sincerity in your response or for not understanding why it is relevant.

#137 Name140704

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Posted 06 August 2013 - 03:53 PM

with 12 v 12, performance improves at 1:30 in to the match. I guess that's a +

#138 jesuslover

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Posted 06 August 2013 - 03:58 PM

View PostKAOS 1, on 06 August 2013 - 11:28 AM, said:

Only one reply to you, if you are a gamer you will have gaming hardware its never been cheaper in history of gaming to get good hardware.
If you are a casual then gl to you.

An ancient gtx 285 that costs 50$ second hand can run this game at 40fps on max all day long. So no excuse.


BS is this. Before today gtx 460 was doing fine with high. Today switched to medium, still sucks, haven't checked fps yet but with 8v8 with high settings fps in heavy action dropping near or below 20 is not news.

#139 Jetfire

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Posted 06 August 2013 - 04:01 PM

Did I just see a DFA in that video? When is that coming?!

C'mon guys, don't tease me!

#140 White Bear 84

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Posted 06 August 2013 - 04:03 PM

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

Content

New Hero Mech
"Golden Boy" KTO-GB
-55t is one of the magic numbers.. ..looking forward to getting my hands on this one!! MOAR SRM!!!

New Trial Champion Mech
Catapult CPLT-A1©
- Meh...

New Trial Mechs
- Meh...
Gameplay
  • 15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.
    • This is only applied to the critical damage done. Base weapon damage is not taken into account.
    • Critical damage is not applied through armor.
    • Armor must be reduced to 0% before any crit damage is applied to internals.
Excellent, more pinpoint damage and ERLL not so useless...
  • Large Pulse Laser duration reduced to 0.6 (down from 0.75)
  • Medium Pulse Laser duration reduced to 0.6 (down from 0.75)
  • ER Large Laser base heat reduced to 8.5 (down from 9.5)
Ouch for PPC snipers/boaters
  • PPC base heat increased to 9.0 (up from 8.0)
  • ERPPC base heat increased to 12.0 (up from 11.0)
  • SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)
- Interested to see how 12v12 goes, 8v8s can go one sided real quick, will this be the same? Seems like they should have fixed matchmaking first thought and brought in tonnage limits. Waiting for that golden match I get 12 assaults v 12 mediums.. ..restrictions on grouping are.. ..annoying.
  • 12v12 gameplay is now in.
    • The 8-man queue is now replaced by a 12-man queue.
    • Players can launch in groups of 1,2,3,4,12. Numbers between 4-12 will be addressed when we get tonnage limits into the game.
    • CB rewards have been adjusted to compensate for the additional 4 players on the battlefield.
- Finally they increased the time. This is great!! But with 12v12 there will be more mechs to cap so wonder what difference will make..
  • Assault mode base captures now take longer.
  • Conquest point captures now take longer.
  • Players should be aware that capping in Conquest mode takes longer now, and that it is often wise to pre-plan your routes to account for that.
Performance

- I wonder if the clipping issues on these rocks is fixed so high spec users dont have to deal with stopping/starting on tiny geometry??
  • Created low and medium spec optimized versions of weapon effects.
  • Removed ground level vegetation and debris in Forest Colony and Forest Colony Snow for low spec.
Bug Fixes

- Would be great to know what was actually missing.. ..cant be that bad if I havent noticed :(
  • Added missing LOD's to Quickdraw Battlemech.
  • Added missing LOD's to Highlander Battlemech.
General

First Victory of the Day
  • The first time of each day you win a match for each 'Mech variant (owned or trial), you will earn double the XP rewards at the end of the match
  • If one of your Mechs is eligible for the first victory bonus, it will be marked with an "XP x2" icon in its Mech Bay
  • Once you earn a first victory bonus with a 'Mech, you can't earn the bonus again for that 'Mech until the eligibility resets at 12:00 AM UTC
-meh.


Not a bad patch.. ..wondering what has gone in that has not been mentioned, like last weeks HUD change. Really excited to try out the golden boy and see how 12v12 pans out!





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