

August 6Th - 12V12 Patch!
#121
Posted 06 August 2013 - 02:27 PM
#123
Posted 06 August 2013 - 02:40 PM
Edited by Rigmoran, 06 August 2013 - 02:41 PM.
#124
Posted 06 August 2013 - 02:42 PM
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
Posted 06 August 2013 - 02:44 PM
Rigmoran, on 06 August 2013 - 02:40 PM, said:
2 x XP is only for battles where your team win the match.
#126
Posted 06 August 2013 - 02:44 PM
#127
Posted 06 August 2013 - 02:49 PM
#128
Posted 06 August 2013 - 02:53 PM
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
Posted 06 August 2013 - 03:01 PM
Edited by Wraith511802003, 06 August 2013 - 03:13 PM.
#130
Posted 06 August 2013 - 03:02 PM
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
Posted 06 August 2013 - 03:03 PM
#132
Posted 06 August 2013 - 03:08 PM
Bromineberry, 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
Posted 06 August 2013 - 03:12 PM
PGI today: We've made it harder to cap.
#134
Posted 06 August 2013 - 03:21 PM
Felio, on 06 August 2013 - 03:12 PM, said:
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
Posted 06 August 2013 - 03:27 PM
Wraith511802003, on 06 August 2013 - 03:21 PM, said:
I don't see how that's relevant to what I said.
Edited by Felio, 06 August 2013 - 03:30 PM.
#137
Posted 06 August 2013 - 03:53 PM
#138
Posted 06 August 2013 - 03:58 PM
KAOS 1, on 06 August 2013 - 11:28 AM, said:
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
Posted 06 August 2013 - 04:01 PM
C'mon guys, don't tease me!
#140
Posted 06 August 2013 - 04:03 PM
InnerSphereNews, on 06 August 2013 - 09:40 AM, said:
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.
- This is only applied to the critical damage done. Base weapon damage is not taken into account.
- 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)
- 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)
- 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.
- The 8-man queue is now replaced by a 12-man queue.
- 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.
- 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.
- 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.
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
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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