Patch Day - August 20Th - LIVE!
#81
Posted 20 August 2013 - 08:56 AM
Of course I'm going to do the nice thing and assume that they are actually separate even though it doesn't look like that, but if its not let me just say that I'm just so sad that this game which had a lot of potential as a mech-sim-ish thing is now more about looking around corners with the 3rd person no one wanted, and provides advantages, like it wasn't supposed to.
#83
Posted 20 August 2013 - 09:00 AM
-I am going to miss stacking machine guns on my my DD and ripping through the entire enemy team, but the nerf was probably needed haha.
-UAC5 buff is awesome
-I've been holding off trying meduim mechs, but with these buffs I may try some out! I mean it's fitting that I should drive a cent, since it has a mohawk right?
-Good that Streaks got a buff, I rarely use them, but any time I say a mech with a lot of streaks, I would go right for them, know they would do almost no real damage to me haha
-Yay for terra therma tweaks! I like this map except for a lot of those collision/stuck bugs
-Yay third person being added! Now I get an advantage over all those people who think they are getting an advantage by using it!
QUESTION:
Is this AC2 tweak also going to fix the "ghost heat bug"? Or is the ghost heat on AC2's a confirmed hidden patch?
Otherwise my only two disappointments are
1) I was hoping for a 25% increase in ammo/ton for ballistics
2) Sad that the LBX just got another spread decrease, was hoping for a spread INCREASE, and a fire rate REDUCTION. If you keep just reducing the spread, you are essentially just turning the LB10-X into AC10#2
#85
Posted 20 August 2013 - 09:01 AM
#86
Posted 20 August 2013 - 09:13 AM
http://youtu.be/gPfcim_p38w
#87
Posted 20 August 2013 - 09:15 AM
#88
Posted 20 August 2013 - 09:15 AM
#89
Posted 20 August 2013 - 09:16 AM
Squid von Torgar, on 20 August 2013 - 09:13 AM, said:
http://youtu.be/gPfcim_p38w
This is my confusion - from ze notes:
Quote
- In the options menu is a "Start In Third Person" option to determine which view you start each match in
- By default, this option is toggled on (to start games in third person view)
- When you are in third person view, Arm Lock is turned on and cannot be turned off
- When you are in third person view, the lance and minimap HUD elements are not available
- When you are in third person view, there is a camera drone hovering behind you that other players can see
- By default, you can press F4 to toggle between third and first person view
- This key can be rebound in the options menu
- You cannot switch views while your Mech is shut down
#90
Posted 20 August 2013 - 09:16 AM
#91
Posted 20 August 2013 - 09:16 AM
Anyone with two brain cells knew they were not going to do that especially with all the other variables in their match making system. Sure hope you all didnt swallow the hook of the phoenix program.
#93
Posted 20 August 2013 - 09:17 AM
Panboy, on 20 August 2013 - 08:47 AM, said:
Yes it would be awesome if it wasn't for that fix they made to streaks that made them useless no matter the damage output you know the fix that made every missile hit a different piece of the mech each time. spreading the damage so thin that even this fix wont help them.
I got cored out by a streak-a-pult the other day, rest of me was in great shape. It pwned me hard. SO.... the cards can still fall against you sometimes.
#94
Posted 20 August 2013 - 09:17 AM
If there aren't separate queues for 1ppov and 3ppov I'm gonna lose my mind
Then again, it will be another in a long list of lies from PGI
#95
Posted 20 August 2013 - 09:17 AM
#96
Posted 20 August 2013 - 09:17 AM
1) In conjunction with MM improvements to add tonnage limits, PGI is trying to combine all these changes before the Sept launch (they have 3 weeks to get this done for the next patch).
2) Did not have the time to get it done, despite wasting 2 Thursdays to not have a Public Test server configured for this very purpose...
3) PGI has changed their position at the time. There may or may not be enough people to warrant a player split in queues.
This is not a good sign either way. A PGI response is actually necessary before something goes really wrong.
#97
Posted 20 August 2013 - 09:17 AM
#98
Posted 20 August 2013 - 09:18 AM
Redoxin, on 20 August 2013 - 09:16 AM, said:
Then what in the hell reason is it in for? It should be on the training grounds and ONLY on the training grounds because PGIs reason for putting it in was people were too confused to align their legs and torso.
#99
Posted 20 August 2013 - 09:18 AM
Panboy, on 20 August 2013 - 08:47 AM, said:
Yes it would be awesome if it wasn't for that fix they made to streaks that made them useless no matter the damage output you know the fix that made every missile hit a different piece of the mech each time. spreading the damage so thin that even this fix wont help them.
Yeah its a price you have to pay for not having to do anything more than achieve lock. SRM 2's only do 2 points of damage and they hit different locaiton or not at all. It just requires me to aim. Soo what we lower the damage when Streak 4's and 6's come out? Yeah they will be OPx10 then. We need consistancy because Ill be comming at everything with my kintaro/quickdraw and 5 streaks bap and pulse lasers now, because they just freed up a bunch of space for my random hit location srm's that do less damage, when you go apples to apples. .
#100
Posted 20 August 2013 - 09:18 AM
I may actually bother with Ultra AC/5's again - jam rate always seemed more like 40-50% to me before.
I think turning 3PV on by default is really going to **** over newbies, especially with no tutorial. As it is I will look for that little floating red light like a "Kick me" sign so I know which poor moron to shoot first.
This is seriously like the fifth time the cone on the LB-10X has been tightened and that's just not addressing the real problem with the weapon.
The medium tweaks are nice but I wish the Hunchback hadn't gotten a bigger max engine - this breaks all the established rules on max engine size and will make them harder to explain and understand, and sets a precedent for max engine size varying from chassis to chassis in a completely arbitrary way.
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