Patch Day - September 3Rd - LIVE!
#41
Posted 03 September 2013 - 08:49 AM
Finally having the Orion rollout is a relief, but we want to see this great paintjob. Pics or ****, PGI! No but seriously, pics?
Tutorials are LONG overdue, but it's a start, and it's welcome.
HSR and hit detection improvements are also welcome, assuming they really work, and I'm glad they didn't jump the gun and nerf damage on SRMs again like I assumed they would.
There are other 'mechs which have been in need of hitbox alterations for quite some time, but at least the Kintaro fix shows that PGI is willing to/capable of addressing this type of thing.
Seems like a solid patch on balance.
#42
Posted 03 September 2013 - 08:49 AM
We knew about the Gauss desync via firing delay, and many users argued (correctly IMHO) that the real problem was the PPC not the Gauss. Now we know why the PPC didn't get a firing delay: In addition to these changes, it would have utterly destroyed it as a viable weapon.
Slower projectile, higher heat. Ouch. Sucks to be a sniper.
The change I like the best is the 0 damage below 90m though. Previously, PPC's still did reasonable damage at realistic close ranges - typically 50-90m. Not anymore. A mech relying on PPC's is going to be dead meat up close.
#43
Posted 03 September 2013 - 08:49 AM
A great deal, I think.
#45
Posted 03 September 2013 - 08:49 AM
#46
Posted 03 September 2013 - 08:51 AM
#47
Posted 03 September 2013 - 08:52 AM
Can't wait to try it out.
#48
Posted 03 September 2013 - 08:54 AM
Please?
#49
Posted 03 September 2013 - 08:54 AM
superbob, on 03 September 2013 - 08:42 AM, said:
Also gameplay aside, I find the idea of slowing down a bolt of supercharged particles somewhat... odd.
Odd it is but maybe it balances the game a little? Till now PPCs have been god weapons, without any real weaknesses.
#50
Posted 03 September 2013 - 08:54 AM
Edited by Budor, 03 September 2013 - 08:54 AM.
#51
Posted 03 September 2013 - 08:55 AM
I just *might* have been complaining about that since the early Closed Beta, back since July of last year... good to see that Paul finally came through and listened to me for a change
Now if I can just get him to add the UrbanMech, we'll be ready for Community Warfare... Because what says "Neighborhood Rivalry" more than UrbanMechs?
(edit - Paul, please don't take it too badly. I know it hurts to back-down from your hardliner anti-PP stance, but sometimes you just have to take my advice. Next, I'll get you weened off the cocacola and swap it out for some good ol' Oregon-made oolong kombucha...)
Edited by Prosperity Park, 03 September 2013 - 08:58 AM.
#52
Posted 03 September 2013 - 08:55 AM
Abe Bin Hezn, on 03 September 2013 - 08:49 AM, said:
And for this reason I'm just done. Takin' a break untill I hear the community start talking positive at least 60% of the time. Bad move PGI, you just still haven't gotten the hint.
What? I don't think I've ever seen a game forum with any reasonably busy game talk positive even 25% of the time. Seriously. Game forums are always mostly negativity, no matter how good a game is.
Are you new to the internet?
#53
Posted 03 September 2013 - 08:55 AM
#54
Posted 03 September 2013 - 08:55 AM
Now all I need is some kind of warning in the mechlab when I enter ghost heat territory.
Except for that, this patch pretty much fixed everything I wanted.
#55
Posted 03 September 2013 - 08:57 AM
Edited by Vulix, 03 September 2013 - 09:50 AM.
#56
Posted 03 September 2013 - 08:57 AM
- Putting charge time on Gauss is either novel or really dumb approach to try to address PPC/Gauss issue in game
- Real issue is convergence, that is not going to change with anything done in the patch. Everything done was to just reduce frequency of firing rate and overall Alpha
- With new change to Gauss. Snipers will do probably one of the following...
1. Switch to AC10 and use extra tonnage for either more ammo, faster engine, more DHS (to make up for PPC head), etc
2. Will learn to time their Gauss and PPC cycle time better.
Many things are being done to reduce rate of fire of Snipers by increasing heat, adding cycle delay, etc. Still doesn't address issue of convergence though which I think is the root of lot of sniping problem. Hitting you for 35 or even 40 points of damage is not a big deal (except small mechs). Problem was those 35 or 40 points were hitting you in the same spot.
Edited by Blood78, 03 September 2013 - 09:00 AM.
#57
Posted 03 September 2013 - 08:58 AM
Frechdachs, on 03 September 2013 - 08:38 AM, said:
Thumbs down, PGI, thumbs down.
Boy was I wrong:
http://mwomercs.com/...c-delayed-fire/
#58
Posted 03 September 2013 - 08:58 AM
#59
Posted 03 September 2013 - 08:58 AM
#60
Posted 03 September 2013 - 08:58 AM
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