

August 6Th - 12V12 Patch!
#161
Posted 06 August 2013 - 07:19 PM
#162
Posted 06 August 2013 - 07:31 PM
#163
Posted 06 August 2013 - 07:40 PM
Wraith511802003, on 06 August 2013 - 06:33 PM, said:
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
Posted 06 August 2013 - 07:44 PM
#165
Posted 06 August 2013 - 08:00 PM
#166
Posted 06 August 2013 - 08:12 PM
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
Posted 06 August 2013 - 08:16 PM
EvilTwinTepe, on 06 August 2013 - 09:57 AM, said:
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
Posted 06 August 2013 - 08:23 PM
Thanks PGI!
#169
Posted 06 August 2013 - 08:24 PM
Tennex, on 06 August 2013 - 10:06 AM, said:
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
Posted 06 August 2013 - 08:29 PM
#171
Posted 06 August 2013 - 08:31 PM
#172
Posted 06 August 2013 - 08:45 PM
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
Posted 06 August 2013 - 09:12 PM
WarHippy, on 06 August 2013 - 07:19 PM, said:
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
Posted 06 August 2013 - 09:18 PM
#175
Posted 06 August 2013 - 09:22 PM
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
Posted 06 August 2013 - 09:49 PM
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
Posted 06 August 2013 - 09:59 PM
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
Posted 06 August 2013 - 10:09 PM
#179
Posted 06 August 2013 - 11:16 PM
- 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.
#180
Posted 06 August 2013 - 11:59 PM
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