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August 6Th - 12V12 Patch!


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#161 WarHippy

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Posted 06 August 2013 - 07:19 PM

So the c-bills for playing are well... really bad now. The game I just played my team won I had 2 kill 5 assists and 600ish damage done. I made 130k c-bills and that was with the hero mech bonus, which means I would have only made around 100k with a normal mech on a win. That is absurd. I really like the feel of 12v12 and some of the other changes of late, but with the heat changes and the loss of c-bills it feels more like we are treading water instead of making progress.

#162 Lazor Sharp

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Posted 06 August 2013 - 07:31 PM

Have gotten stuck on the Terra therma map on the girders in the center of the maps 2 times, and have stuck on the drilling derrick on the caustic map 1 time in a 5D spider JJing into these spots and jus getting stuck there

#163 Leafia Barrett

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Posted 06 August 2013 - 07:40 PM

View PostWraith511802003, on 06 August 2013 - 06:33 PM, said:

Agreed, considering most decent graphics cards are under 50 bucks now.
Not all of us have the option to buy a graphics card (see my earlier post), and not all of us have computers that will ACCEPT a new graphics card (i.e. integrated only), so that'd require either a new motherboard or a new computer entirely. You show me someone willing to sell me a working computer for under $50 and I'll show you a liar. I know I sure as hell can't afford to shell out $1000 just to be able to play a PC game at decent framerate- I can't even afford to shell out $50, because my financial support got denied for this college semester, meaning next to all my reserve money got eaten paying for tuition, and bills/gas/food are collectively still a thing.
I'm quickly getting annoyed with all the "lol just buy a new graphics card it's cheap" comments I'm seeing (both here and in the IRC) because it's not that simple, and trying to pretend that it is is just foolish.

Edited by Leafia Barrett, 06 August 2013 - 07:41 PM.


#164 DerangedShadow

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Posted 06 August 2013 - 07:44 PM

Got to say this is a really good patch. My only complaint with the patch is the nerf on capping. Great idea for Assault to make it seem like more of an attack on a base to take it over. Though not so great when it comes to the Conquest maps (IMHO). Just seems like they just eliminated the point of lights trying to take the positions. Now it feels like another Assault variant on close in maps whereas the open maps (looking at Alpine Peaks) seems to be a good thought with a group of lights taking a spot and moving onto the next one. Though it still feels like it takes too much time to actually take a position. Kinda curious with how they changed it within the coding.

#165 Gottlos Ein

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Posted 06 August 2013 - 08:00 PM

Dont like this 12v12 at all, lower end computer cant handle it as well as they could only 8v8 meaning alot of people are now suffering from lag that didnt suffer from it before. Also, light and medium mechs seems to be easily taken care of with how many guns are on the field now. To dodge 2 scattered lances was one thing, 3... forget about it. It needs an option for 12v12 OR 8v8. That way people can choose whichever they prefer, not be forced into 12v12.

#166 R Razor

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Posted 06 August 2013 - 08:12 PM

Cap warrior online just got much less profitable.

Do not see anything in this patch that will entice me to spend anymore money on this game as it still needs way too much work.

More focus on fixing existing bugs, new game modes and fine tuning what is working before launch would have been a far more productive use of your time PGI.

And if 3pv becomes optional in every match and is not restricted to only 3pv matches I am done for good.

#167 BillHones

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Posted 06 August 2013 - 08:16 PM

View PostEvilTwinTepe, on 06 August 2013 - 09:57 AM, said:

Lots of great stuff - but 2x XP only for first win? 2x CBills would be far better, and both doubled would be perfect!



simply, this^

on second thought, tactics still seem the same. follow the leader. also i get shot in the back more, get stuck on another mech backing up more, and have more bad pilots in my way more. more maps in future will be welcomed.

#168 Zanathan

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Posted 06 August 2013 - 08:23 PM

It's been a while since I got excited for a patch. Good changes all around.

Thanks PGI!

#169 Frost Lord

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Posted 06 August 2013 - 08:24 PM

View PostTennex, on 06 August 2013 - 10:06 AM, said:

"Started by Fingonar, Today, 09:48 AM"

BTW patch is live people!



well thats silly, nobody even used SRM4s in the firat place, why would they penalize it. now even less people are going to use SRM4s.

i use srm4's six's tend to only be better if you are running in point blank or trying to catch lights as they run past since the extra two missiles tend to miss most of the time anyway.

#170 Sean von Steinike

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Posted 06 August 2013 - 08:29 PM

I suffered a small frame drop but it's still hovering close to 40pfs. I did have a crash while spectating once and had to force exit the game. The 12vs 12 is pretty rocking on the big maps, but not so sure about on the smaller maps. A bit constricted. Maybe the smaller maps should default down to 8vs8? The increased cap time for assault - good. Not too sure about it on conquest though. The double XP for the first win = very nice, but I would add double C-bills too for the first win which could help balance out the seemingly less per match in 12vs12.

#171 Specops12

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Posted 06 August 2013 - 08:31 PM

12v12 initially sounded like a great idea, but to be honest thus far I have found it to really destroy my game experience. Dealing with 4 pugs could often be bad enough, but now we have to deal with 8, if we are in a 4 man. The FPS issues are also terrible. I have also found that 12v12 has destroyed the decent meta that was just rebuilding itself over the last month or two. I honestly can say at no other point in my time playing mwo since closed beta have I been more disappointed. We really need to have 8v8 back, and sure if you want have a 12v12 option, but to be honest I'm not sure it will be preferred. I feel like much of PGI's time has been wasted making 12v12 and 3rd person, which is no where near what it needs to be, to be released. No community warfare, weapon balancing issues, map bugs, hit box issues, and the list goes on and on.

#172 MayGay

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Posted 06 August 2013 - 08:45 PM

Rewards shouldn't have been changed, yes there are 4 more enemies, but there 4 more allies to kill them, and I feel that C-Bill earnings should be about double what they were, around 200k for a non-spectacular match as opposed to the prepatch roughly 100k, and now 100k for a half decant match

also in conquest capping takes WAY too long and should go back to what it was, maybe a bit more but an atlas should not be able to go half way across any map before you even get the cap blue

otherwise gg

#173 John Cooke

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Posted 06 August 2013 - 09:12 PM

View PostWarHippy, on 06 August 2013 - 07:19 PM, said:

So the c-bills for playing are well... really bad now. The game I just played my team won I had 2 kill 5 assists and 600ish damage done. I made 130k c-bills and that was with the hero mech bonus, which means I would have only made around 100k with a normal mech on a win. That is absurd. I really like the feel of 12v12 and some of the other changes of late, but with the heat changes and the loss of c-bills it feels more like we are treading water instead of making progress.


Basically this ^^

Up to now I like the patch, but the c-bills you're getting for good rounds is absurd, hope we can revert this. other than that, great job guys, keep up the good work

#174 Butane9000

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Posted 06 August 2013 - 09:18 PM

Well the first victory of the day bonus feels about right. Seen the Golden Boy in action, kinda meh at the moment. and 12v12? Well it's fun and changes the dynamic of the game but it has it's issues.

#175 Shakespeare

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Posted 06 August 2013 - 09:22 PM

I really love the 12-man only queue, but the PUG queue is miserable, with huge assault lances in tiny maps and near-zero communication. There's even less time to type, now that rounding the wrong corner can REALLY kill you. and, in a single 4-man, your infuence on the game is lessened, so the ELO roulette wheel can really screw you.
But in the full queue, we had a great time, and ultimately its a positive feature. Didn't have any real ammo complaints (we've got a pretty evenly skilled team over at NWMC, so damage was distributed well), but C-bill adjustment wasn't needed at all. it's not like free players are rolling in it if they do even occasional modifications or consumables. I haven't gone for the newer mechs in nearly 2 months, with the stingy payouts, and that's about to get worse? ugh.

So yay 12 mans! Except in the PUG queue, which needs better comm tools and weight limits ASAP.

#176 Zoberraz

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Posted 06 August 2013 - 09:49 PM

I don't really like this patch

12 vs 12 matches, for starters, are most of the time dominated by heavier mechs, and that ratio often makes my own Jenner insignificant by comparison. There's just that many more ways to get destroyed, and so few other ways to make gainful contributions by contrast of the previous build.

On top of that, capture time is by far increased, diminishing the impact my light mech could possibly have in helping win such games.

Finally, the Kintaro. Not the Orion. Really? Again?

Overall, I don't really find this patch fun, especially considering the current meta of the game.

#177 Tarzilman

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Posted 06 August 2013 - 09:59 PM

12 vs. 12 = like
Heat adjustments = like
Crit dmg applied to int. structure = don't think it was necessary
CapTime adjustments = 1/2 like, 'cause it makes the conquest mode feel more like the assault mode
CB rewards adjustment = GREATEST ******* DISLIKE IN THE HISTORY OF THE INTERNET!!! Shame on you, PGI! Until this point I regarded you with favour. It's ok to earn money for working on this game, but now I see your intentions drifting away to that fu***ng moneymaking system that rules the f2p market. But hey, what else did I expect? Sooner or later you had to head in this direction. Good work, PGI. Now you're showing your real face.

#178 PropagandaWar

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Posted 06 August 2013 - 10:09 PM

Well 12v12 glitches aside is pretty damn fun (HSR was pretty fragging awful). If you want to make money though get decals, stuff other than statues and outside cosmetics for our mechs. Lowering cbills isn't that nice. Oh and to the guys on Tera therma we turned the wrong corner on. THat was hilarious I was dead in a millisecond. Doesn't happen often but there were like 10 mechs that ffd me lol. BOOM!

#179 Shiro Kell

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Posted 06 August 2013 - 11:16 PM

Ok firstly I am sorry if I am repeating anyone as I am a little pressed for time today and have not had a chance to read through the comments.
  • Feels like the Kintaro is broken. By this I mean it feels like driving a big centre torso with a target on it that has "SHOOT HERE" in flashing neon sign nailed to it...kind of like the awesome when it started out.
  • 12v12 works great. Very little additional lag and generally good game play. However, I dont see why there was a need to completely disable 8v8. In fact, in normal game play (ie if you are racking up with 4 players or less) I believe that the best way to handle the new 12v12 would be to limit 12v12 to the larger maps, Alpine Peaks and Terra Therma for instance, and keep the smaller maps like Forest Colony on 8v8. This methodology rings especially true for games at this time considering tonnage limits are not currently enabled.
My two cents.

#180 Sifulch

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Posted 06 August 2013 - 11:59 PM

I'm sorry PGI but 12 v 12 on small maps has killed the game for me. There is no skill anymore and all that seems to happen is a mass **** fight with no one really knowing what the hell is going on as it's so full of Mechs. Please restrict small maps to 8 v 8.





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