Patch Day - August 20Th - LIVE!
#141
Posted 20 August 2013 - 09:31 AM
#142
Posted 20 August 2013 - 09:31 AM
Screw that. The game was already boring but at least there was some progression. Now it feels like a complete waste of time.
Also, I didn't see anything about the promised separate queuing for 3pv. Regardless of my position on 3pv, it was promised and it should be there.
#143
Posted 20 August 2013 - 09:31 AM
Quote
You dont shoot from 3PV, you use it to look over the hill and line up the shot before going back to 1PV
#145
Posted 20 August 2013 - 09:32 AM
The medium 'buffs' are a bit dissapointing. I don't care what your data is telling you (this assumes that PGI actually collects data on anything. The jury's still out on that.), but they didn't need the ones you gave them. They didn't need pitch angle and twist speed. Some of them needed twist angle (and the only mech that got it, the hunchie, didn't need it at ALL), and ALL of them need turn speed and maybe accel/decel speed.
Lastly, what are you people smoking with 3PV? You put it in EXACTLY the way it was on test. It's like you didn't even READ the REAMS of posts CLEARLY showing EXACTLY how it's worthless for new players and will be abused by veterans. Either make it so that you can't switch between them in game, or add the separate 1PV/3PV queues, or remove it from the game where it belongs. It's really not that hard!
Edited by P4riah1, 20 August 2013 - 11:59 AM.
language!
#146
Posted 20 August 2013 - 09:32 AM
PGI, catering to the lowest common denominator™
#147
Posted 20 August 2013 - 09:33 AM
#148
Posted 20 August 2013 - 09:33 AM
#149
Posted 20 August 2013 - 09:33 AM
Deathlike, on 20 August 2013 - 09:29 AM, said:
That is not correct. The Awesome and Centurion had engine buffs, so your analysis is incorrect.
The Awesome and Centurion both follow the established engine size rules. The Awesome's max engine is a 300 (except for the 9M variant with a bigger starting engine, which can fit a 385). Both of these are within the established limit of max size for an assault being the stock engine rating times 1.2.
The Centurion's max engine is a 275 (except for the 9-D variant with a bigger starting engine, which can fit a 390). Both of these are within the established limit for medium 'mechs of stock engine rating times 1.3.
The Hero variants of both the Awesome and Centurion start with larger stock engines, so they have higher max engine limits as well, but still within the established rules.
Obviously, people don't even know the engine rules as they are, so I guess it doesn't matter if they get shot to hell.
Edited by Gaslight, 20 August 2013 - 09:35 AM.
#151
Posted 20 August 2013 - 09:34 AM
The Hunchback changes make me excited, since I love my 4SP.
The Machinegun nerf makes me a teensy-tiny bit sad since I only started playing around with them yesterday on my K2, and to be honest, wasn't all that impressed with them. Now? Hmm... Well, probably be less impressed. But that could have been the chasis and not the weapons.
People need to calm down though. At least give the patch a try first before putting on your rage-hats.
=. .=
#152
Posted 20 August 2013 - 09:34 AM
#153
Posted 20 August 2013 - 09:34 AM
#154
Posted 20 August 2013 - 09:34 AM
When CW launches, they will work a perspective queue split into the Faction/House players' options, and anyone launching/dropping as part of, or alongside, a Mercenary Corporation will not have access to third-person view at all.
#155
Posted 20 August 2013 - 09:34 AM
Edited by EmCeeMendez, 20 August 2013 - 09:36 AM.
#156
Posted 20 August 2013 - 09:35 AM
Gaslight, on 20 August 2013 - 09:29 AM, said:
Jump snipers haven't been an issue for months, since the patch that introduced shake while the jets are firing. If you had played 3PV in the test, you would know it was hard enough to aim in 3PV while you were on the ground. Trying to jump-snipe accurately in 3PV is laughable.
Actually yes, they're still and issue, as big of an issue as the 2PPC+Gauss meta
And you're kind of arrogant to assume I didn't test the feature myself, so you quit making that assumption
You also assume jump snipers will snipe from 3PPOV
So let me spell this out for you
Jump Sniper will use 3PPOV to peer over a hill and see you, he'll then switch back to 1PPOV and land his high alpha right in you CT
It's an inevitability
So yes, jumpsnipers are still an issue and this is only going to make them worse
Now you can fight my logical conclusions or accept it
Edited by Destructicus, 20 August 2013 - 09:38 AM.
#157
Posted 20 August 2013 - 09:35 AM
Destructicus, on 20 August 2013 - 09:24 AM, said:
Since then PGI's position is in the the drivers seat of a speeding van with no windows, and we're bound and gagged in the back of said van, right next to the Mechwarrior IP, and we have no idea what's happening, but it's getting worse and worse
They just pulled up to the corner store and bought a plunger and steel wool.
#158
Posted 20 August 2013 - 09:35 AM
InnerSphereNews, on 20 August 2013 - 07:31 AM, said:
Torso pitch angle increased to 20 degrees
Torso twist speed increased by 25%
Arm pitch angle increased to 35 degrees
Max engine size increased to 275
Torso pitch speed increased by 10%
Torso twist angle increased to 125 degrees
HBK-4G:
Torso pitch angle remains at 25 degrees
Torso twist speed increased by 25%
Arm pitch angle increased to 35 degrees
Max engine size increased to 275
Torso pitch speed increased by 10%
Torso twist angle increased to 125 degrees
My question is on the HBK-4G. It says that torso pitch remains at 25 degrees, whereas the other hunchbacks it is increased to 20 degrees, but wasn't the 4G pitch 16 degrees? So is it actually remaining at 16 degrees or was it increased to 25 degrees? This is a huge difference.
Edited by ViktorHannan, 20 August 2013 - 09:38 AM.
#159
Posted 20 August 2013 - 09:36 AM
Pendraco, on 20 August 2013 - 09:34 AM, said:
It should be in the training grounds only. It was billed as a training tool for people who couldnt grasp our advanced controls. haha. So why have it outside of training?
#160
Posted 20 August 2013 - 09:36 AM
- Cockpit lights indicating the open/closed state of weapon bay doors are currently non-functional. Normal functionality will return in a future release.I
[/color]
[color=#CCCCCC]
It would be good, if the colour difference for the status indication is greater so that they could be better distingueshed. - In the Stalker Models the lights are out of sight in normal conditions - you have to use "left STRG" to view them - this is not good and should be improved. [/color]
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