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Patch Day - September 3Rd - LIVE!


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#641 QuaxDerBruchpilot

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Posted 04 September 2013 - 02:51 AM

Haven't played since patching, but through all the (legitimate) criticism I like to say: Looks like a good patch, ty PGI.

I'm not overly disappointed by the Gauss delay (although I would like to have it implemented on the PPC instead) because listening to the community doesn't equal doing anything the community asks for.

Maybe PGI at least learned something from Community Warfare 1.0 (aka. community rage). Well, hope dies last, doesn't it? But let's give 'em a(nother) chance ..

And on the Orion: I'm not gonna spend MC on that, but still a very cool-looking 'Mech. Eagerly awaiting the C-Bill variants :(

#642 Jack Starborn

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Posted 04 September 2013 - 03:09 AM

Quote

Once charged, the shooter has 1.25 seconds to fire the round.

1.25 seconds is faaaar too little. Suggests a doubling of that time, as well as lowering cooldown that you increased by 0.75 (charge up).

I see no reason that Gauss had now erupt once does not store all the time great electrical charge, but generates it just before the shot! Think people!

#643 Sega1

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Posted 04 September 2013 - 03:31 AM

I certainly not super Physicist, but laws speakers nor who did not canceal. As can byti. that ballistics of quicker energy? The Projectile Gaussa has a velocity above PPC. You do not seem this delirious action?
I think many noticed what started to run assault fur. Disappear the sensation to gravity of the machine. I this much and much not approve.

#644 Flitzomat

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Posted 04 September 2013 - 04:05 AM

View PostHaakon Magnusson, on 04 September 2013 - 02:48 AM, said:


Agree with 1 and 2, with regards to shot being ready I would like a visual indication as well... add a change to targeting reticule when it is ready (a lit circle around it when ready, that diminishes away as you are losing charge)



There is an indication. During charge up two spots next to the cross turn yellow, during charge they turn green, during cooldwon they turn red

#645 Vouivre

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Posted 04 September 2013 - 04:13 AM

View PostPowerax, on 03 September 2013 - 07:56 PM, said:

Out of every game of mechwarrior, both Pnp and PC game, never have I seen or heard of the gauss rifle having to charge up before firing, this destory the flavor of what the weapon was and also change the weapon in the first time in a PC game of mech warrior, I know it is all for balance, but at the end I feel it just ruin the flavor of the game itself IMHO, also doing research the ERPPC was suppost to be the close range PPC, so it should be able to do damage at less then 90 meters at the cost of high heat.


I agree on the logic behind some damage under 90m due to the nature of the weapon.

Not on PC but on consoles, Sega Genesis in 1994 saw a Battletech game, gameplay was arcade i admit (kind of desert strike with mechs) and both PPCs and Gauss had to be charged by maintaining the fire button pressed and fire at release, damage being proportional to how much you charged.

And if you were to overcharge you were blowing the weapon :D NOT TO GIVE YOU IDEAS PGI :(

On patch notes, being an ERPPC addict, i was concerned of the raise in temperature, but after playing a few games on the same fittings, i barely feel the difference but on aiming it's gonna take some time to adapt to the speed change for sure.

Thanks for cleaning the lens of the advanced zoom. It seems like a pretty simple fix

Hit detection works better :D , and i'm sure new players will enjoy the tutorial, maybe you could have dropped some empty mechs like in the testing ground to shoot at something, but i'm sure you'll be developing a combat tutorial soon right?

Orion for the fans of the mech yay but that paint really? Color and taste are subjective but so far all the orion i saw in game had something different than default paint.

All in all good patch, and now that we're tending to have good hit detection, will it be possible to reintroduce real collisions between mechs?

#646 hafocs

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Posted 04 September 2013 - 04:17 AM

View PostFlitzomat, on 04 September 2013 - 04:05 AM, said:


There is an indication. During charge up two spots next to the cross turn yellow, during charge they turn green, during cooldwon they turn red


The spots are your weapongroup (six dots six groups) where the Gaus is belonging to. Ifyou have the Gaus only in Weapongroup 1, then only the first left side spot will change its colour.

#647 WOULD YOU LIKE SOME TOAST

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Posted 04 September 2013 - 04:29 AM

Been playing around nine months barring holidays and business trips.I have to say I like the patch! I think we have all been slaves to the PPC + GAUSS knockout punches.
Oh yeah....Orion too!

#648 Jakob Knight

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Posted 04 September 2013 - 04:38 AM

View PostGremlich Johns, on 03 September 2013 - 03:10 PM, said:




Lightning is about as uncontrollable as it comes, like a woman with a high limit credit card in a store having a 75% sale. It isn't a ball of energy being projected by Goku or Vegeta. It is projected towards a target with an odd hit probability. Unless you're Tesla himself, of course.


The problem is that alot of people fixate on the idea that a particle beam is lightning. While the effect is similar, they are not the same at all.

Lightning is a static charge that discharges when enough difference in potential between the charge and an object without a charge builds up to the point it can jump the distance, usually through whatever atmospheric molecules offer the pathway. Thus, it is a jagged, random-seeming pathway because the conduit is whatever configuration the air happens to be in at the instant of discharge to let the electricity travel to the destination...a little like having a million switches tied together and between a battery and a tank of water, all randomly opening and closing. Eventually they will form a path between the two, but the path the current will take will be anything but a straight line.

Particle beams, by contrast, use a laser beam to create a path of least resistance (and perhaps form a discharge link if the laser works differently than what we have today..see the sci fi tech comment below) between the projector and the target, and accelerate a mass of electrons/protons along the firing path to the target. While there is some static discharge along the way, the actual effect is, indeed, a beam, more hazy and brilliant than a laser, that hits with both heat and kinetic energy. The problem with this is that (at our real-world tech level) we can't get the laser and accelerator to work the way they need to for an effective weapon, and the size of a particle accelerator is prohibitive. That's just part of the science fiction tech level of Battletech (same as K-F drives, neural control systems that don't kill a pilot under combat conditions, and reactors safe enough to put into armored fighting vehicles without fear of killing your whole force by radiation exposure). Maybe someday we'll have the technology to make PPCs workable on the battlefield, but it's a ways away. Right now, all we can do is simulated lightning, but that is not what a PPC is in the Battletech universe.

#649 Nunspa

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Posted 04 September 2013 - 04:46 AM

View PostDart Nimrod, on 03 September 2013 - 11:40 AM, said:

Happy Patch Day! Congratulations: last playable build was brutally murdered by PGI. Thank you very much, suckers, who yelling and bitching about "those horrible old masters". Your noisy complaints successfully drags this game to the abyss of absurd.


amazing.. "last playable build" proves you have no idea about HOW mechwarrior SHOULD play...

You should see a wide array of weapon systems on mechs.. close and long range options.

#650 Captain Wolfsburg

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Posted 04 September 2013 - 04:51 AM

Dear PGI,

THANK YOU FOR FINALLY ADDING A TUTORIAL!

If anything will help new players acclimate, it's that. So, while I'd like to say "It's about time!" what I really mean is thanks, sincerely!

Also, ORION! :(

#651 IceCase88

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Posted 04 September 2013 - 04:58 AM

Don't fret! PGI has heard your complaints about the Gauss Rifle. The cooldown and charge up rates are being adjusted in the next patch. No longer will you have to worry about them again! Here is the new change...

Posted Image

Essentially, this is what it is coming to. What is the next good weapons combo that everyone is going to QQ about? Someone will find a successful weapons combo and the QQers will be out in force because it effects their play-style. Here is a hint... it is not the weapons combo. It is your ability to play the game that is the problem. You lack the basic understanding of military tactics (cover, advancing on the enemy, dynamically taking territory, formations, etc.).

Interesting new tactic from PGI. Introduce horrid changes to the game, like 3PV, alleged anti-boating heat penalties, and weapons buffing/nerfing, and then throw candy, Saber package and Orion, at the kids to keep them distracted... Again, well played, PGI.

Edited by IceCase88, 04 September 2013 - 05:02 AM.


#652 Kattspya

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Posted 04 September 2013 - 05:01 AM

View PostMaris, on 04 September 2013 - 01:23 AM, said:

Eh i'm liking this.

Even if 3PV is still a sore point, I'm actually considering throwing money at PGI for this patch. Hoping for more good stuffs in coming patches.

Keep up the good work, PGI :(


#653 SteelJaws

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Posted 04 September 2013 - 05:08 AM

I do hope that you don't consider the lack of 3rd person view "Hardcore", because if you do I have serious doubts about you being gamers.

Now if you were to make Hardcore the original armor values then you might be on to something.

As to the patch, after playing with the New Gauss I have no issues with it. I do like how when it charges it drains power from your mech and your lights dim. Which is really surprising, you guys put a lot of small flavor stuff in, but the big stuff you have issues with.

As to PPC's they were always heat hogs, so they are where they should be.

#654 Kattspya

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Posted 04 September 2013 - 05:09 AM

View PostShinVector, on 04 September 2013 - 01:49 AM, said:



Ohhhh... These low ping elitist again...

I live in Sweden you insensitive clod.

No game has reasonable hit detection at 350-400 ping with added packetloss. There is nothing to do but add regional servers and that will never happen. Sucks for me and sucks for you.

#655 Masterzinja

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Posted 04 September 2013 - 05:11 AM

I don't mind the changes to the Gcannon, however the no damage PPC under 90m is absolute {Scrap}, and I expect to see at least that rediculous change reversed. IGP needs to understand that they are dealing with a long established liscense here that has very particular key issues that need to be followed. The more they break away from that standard, the more fans are going to be upset. I encourage their creativity inside the box that is the mechwarrior universe, but warn them not to go too far in changing long established key elements in their efforts to over-tweak the game to fit some "improved vision" that they are trying to create.

I love what they are doing so far, and I'm willing to chalk the PPC minimum range to fine tuning and birthing pains so long as it gets reversed.

#656 Kattspya

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Posted 04 September 2013 - 05:12 AM

View PostSmittiferous, on 04 September 2013 - 02:04 AM, said:

I'll wear the additional PPC heat but the reduction in velocity is a bit overboard IMHO...

@Kattspya

And why should those of us who don't live nice and close have to suffer with hit detection? Guarantee you'd change your tune if you lived on the other side of the planet.

Because of light speed limits, insufficiently perfect networks and simulations. I have a high ping myself in this game. Doesn't change anything I said.

#657 Sable

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Posted 04 September 2013 - 05:40 AM

Feedback-

Pros -

PPC heat bumped up

PPC projectile speed slowed down - Dang you guys take your time but in the end you always seem to see the light. Thank you so much for this, although personally i feel like it should be down to 1100 or 1200... 1500 has made noticeable effect on PPC use at extreme ranges. Me and my brother were playing on river city last night and as we crossed the river someone was trying to snipe his atlas but missed 3 of the 4 times before we got to cover.

Mech movement - This feels great, faster engines makes all my mechs move noticeably faster. Raven 3L runs like its on fire and crack at the same time. Feeling like you're moving fast really increases the quality of immersion.

Advanced Zoom - Clever way to solve the problem congrats guys. Its much more useful now and worth the price i paid back in closed beta.

Kintaro Center Torso - Thanks for such a quick turnaround on this. Its much more useful now and i can finish leveling elites.

Cons -

Gauss rifle - This just feels awkward to use with any other weapon system. I don't mind the delay but i find i end up watching my weapon group charge more than the actual target in order to use it. If when you clicked the fire button the gauss would have a short charged up and then fire automatically when it was ready instead of me having to choose when to release it i think you would achieve the result you were looking for while smoothing out its ease of use. Or possibly increase how long you can hold a charge. I'm sure you guys will smooth it out over time. You haven't disappointed me yet.

Kintaro Center Torso - although it was a great turnaround for hitbox changes... why not do the same for the Awesome?


Additional Thoughts -

With PPC/ER PPC heat returning to its former TT heat values with all their glory, isn't it now finally time to up their heat scale limit to 3 or even remove the heat scale all together? At least increasing the limit to 3 would allow the Awesome to run its stock variant without penalties.

Speaking of heat scale penalties, the Large laser... it could use some love... you could even say 4X the love...


Thats all i got for now, this patch has restored a lot of my faith in PGI and has made the game much more enjoyable. Keep up the good work.

Edited by Sable, 04 September 2013 - 05:43 AM.


#658 Sully

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Posted 04 September 2013 - 05:45 AM

My gauss rifles don't fire anymore. What happened?

#659 Violent Tendencies

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Posted 04 September 2013 - 05:49 AM

View PostROJ, on 03 September 2013 - 04:59 PM, said:

...

I use Gauss rifles all the time and I used them a lot in brawls, I understand why they would add such restrictions seeing how I brawled with this weapons.. Bear in mind that the projectile is much faster now...


The bump in projectile speed is meaningless because it does not provide extra damage (like it should)...so this "buff" as they are calling it is merely cosmetic as it provides no meaningful benefit.

#660 Hugh Fairgrove

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Posted 04 September 2013 - 05:53 AM

I got to hand it to you guys. Probably the best patch I've seen since I started playing. I played quite a bit last night, my thoughts below.

-Made a quick run through the in game tutorial. It seemed pretty informative and should be a good starting point for new players. It needs Betty to be an announcer though. I think things like arm lock and throttle decay need to have a key binded to them so they can be toggled actively in game and not in the options.

-Protector seems pretty cool. I like the SLDF stuff on it, but I’m a bit iffy on the colors.

-SRM cool downs seem pretty cool and make the 2s and 4s more viable. I like the idea of the 90m min range on the PPC, but I don’t agree with it completely. I think most weapons damage values are pretty good at the moment though when it comes to energy weapons or PPCs for that matter need to have their damage values based on a bell curve with distance being a controlling factor. So even though a target might be within 90m there’s still a chance to do minimal damage. Well in a way most weapons should act like that. ER/PPC increased heat is a good thing. Gauss projectile speed increase is a plus. I don’t mind the speed decrease to PPCs. Gauss changes seem more interesting to me as far as the game mechanic goes. It makes it more interesting to have a weapon with a dynamic other than just pull the trigger. I haven't played with it extensively to see if I like using it on any builds, but I think that I'm cool with it. I’ll have to play my Dragon Slayer a bit and see. When it comes to story and lore I think you guys could have swapped the charge mechanic on to the PPC instead of the gauss and kept the PPC speed where it was at or make the travel time instant, probably would have made a bit more sense. A PPC in reality basically has zero travel time right because charged particles are accelerated to speed of light when fired? Plus I thought gauss rifles were always charged or auto recharge after being fired and that’s why they explode when destroyed. Maybe you could have added a mechanic like the explosive gauss mechanic that if PPCs were being charged and they were destroyed they would explode like the gauss.

-I like seeing more Kintaros even though I don’t pilot one. More mech diversity is a good thing and keeps matches more interesting. So good fix there.

-Increased lava damage seems good though I haven’t seen its effects yet.

-Amazing improvement to the Adv. Zoom. It’s actually usable now. How about we rework those arty and air strikes again so they are usable and give things like UAV a longer life span. I don’t think most modules and consumables are worth the price we pay for them or are as effective as they should be for the said price.

-HSR, not sure. Kind of seemed like a small improvement. Seemed like I was dropping guys a bit faster than normal, but I was running UAC5s and haven’t played since before you changed the jam percentage so it could have just been that, or both.

-Bug fixes are much appreciated. I have to note that movement seems a lot more fluid now from when you guys implemented the incline penalties, still a few small problem areas I noticed, but big improvement over all.

-I know I asked for new Founders mech camos, but I didn’t mean to get rid of the old ones, what’s up with that? I actually liked the initial patterns on them; I just wished we could change the default blue. Plus the new camo for founder’s mechs is just bland and uninspiring. Come on guys you can do better than that. I suggested as time went on maybe you guys could add a new unique camo or aesthetic customization (if that ends up getting implemented down the road) to the founders mechs as in incentive or prize that your founders are still playing. I think we should still have been given the option to switch back and forth between the old camo and new freely. In all when it comes to unique mechs or founder’s mechs I think you should also always be able to revert back to the default colors of that mech.





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