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Patch Day - September 3Rd - LIVE!


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#761 Komtur

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Posted 05 September 2013 - 03:32 AM

Jagermech with 2 gauss - a really fun machine .

But NOW ... useless!

See an enemy ... load the weapon ... wait ... fire ...... hits nothing.
When brawl starts ... also useless with this time shift.

;)

#762 Major Derps

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Posted 05 September 2013 - 04:02 AM

Finally! Now I'm yet to log on and test, but by the notes, we are starting to make some progress (gauss nerf seems a little extreme though...no I don't use them) and it's enough to interest me again...play test pending of course.

Edited by Mokey Mot, 05 September 2013 - 04:03 AM.


#763 Tarzilman

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Posted 05 September 2013 - 04:33 AM

View Postgrayson marik, on 05 September 2013 - 03:18 AM, said:

Interesting... so much generally positive feedback to a patch... you see PGI, we appreciate steps into the right direction... If you would now add split queues and/or private matches... imagine the feedback...

it is not difficult to keep us generally happy, just don't serve us CoD when you sold us Mechwarrior. ;-)


No PGI. Pls don't listen to those with such an unfaithful signature. You're doing your job good. No one needs a splitted community.

#764 Shakma

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Posted 05 September 2013 - 04:42 AM

This patch was a huge step towards the right direction. PPC/ERPPCs are no nobrainers anymore, the gauss is now a distinct sniping tool instead of a overweighted, totally cool ac15. This should help making many other weapon combos viable. And finally the Advanced Zoom module is worth something. Keep it up PGI, and I have many more friends saying the exact same!

#765 OffshoreSHO

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Posted 05 September 2013 - 04:49 AM

I have not seen anyone use gauss rifle one day after the patch. PGI killed gauss more players are using small laser more then gauss now.

#766 Ransack

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Posted 05 September 2013 - 05:01 AM

View PostTarzilman, on 04 September 2013 - 07:51 PM, said:


To those founders who also came with a lot of crticism and now maybe pissed off a bit: Don't try to impress me with your shiney little badge.


Why does everything have to turn into founders vs non founders. It's getting old.

#767 Citizen-Geronimo

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Posted 05 September 2013 - 05:08 AM

I have been a faithful follower of the game, Battletech nut, but I need a break. Every balance patch is just a major meta shift, LRM aramgeggon, pop tarting, and now we our back to boomsticking. The host state rewind seems to have effected my shots more than usual, not sure why exactly, but where a light was not a huge threat to me in the past in most cases, now if I am running less than 80 KPH I am just total meat as I can't seem to connect enough shots before being critted.

Secondly, Orion, stock load would have most likely been good with pre-patch. First game out a single light devoured me. Old gauss at least I might hit a moving target, I am sure it is possible, but first match with the new mechanics the $30ish Hero mech was not so heroic. Again a faithful follower of the game, I have all but one two of the hero mechs, but after Golden Boy and now the Orion I have no desire to pay for mechs. As with any "stock" mech, I just end up paying another 5M or so in C-bills to get it where it needs to be for the latest meta induced.



Finally, Merc Corp, the whole sales pitch of the game pre-post beta still not in game. A new mech or map a month just not enticing anymore, same ol same ol with a few meta shifts each weapon balance tweak. Where's the strategic element? Other than bug squashing, HSR, balancing, a few more mechs and maps, what has really changed? I was having the same experiences in closed beta of the current Assault modes, and conquest now gives the lights something to do after HSR.

PGI I love you, the game is beautiful, but just repetitive in current form. I want you to succeed because I want Battletech and Mechwarrior to continue years down the road. Maybe UI 2.0, direct x10, community warfare, and all the other concepts will do it, I am hoping.

Odin, a concerned fan

#768 Tarzilman

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Posted 05 September 2013 - 05:21 AM

View PostRansack, on 05 September 2013 - 05:01 AM, said:


Why does everything have to turn into founders vs non founders. It's getting old.


Sorry, if you got it that way. I just wanted to prevent some counter posts from that special group of founders that seem to boast of this prestigious object. Didn't mean every founder.

#769 SweetJackal

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Posted 05 September 2013 - 05:32 AM

View PostTarzilman, on 05 September 2013 - 04:33 AM, said:


No PGI. Pls don't listen to those with such an unfaithful signature. You're doing your job good. No one needs a splitted community.

Actually, there does need to be split queues. Stock mechs with new players shouldn't be tossed to the wolves into matches against customized mechs with veteran players. Doing so makes for a very frustrating experience for both sides.

New players being at a mechanical disadvantage for having a mech that is poorly designed compared to an optimized mech as well as not having a chance against veteran players just by the skill gap.

Veterans get to feel undermanned as their teammates are unreliable and inexperienced.

There is a point that new players should get brought up to play with "The Big Boys" (/sarcasm) but this should be after a tutorial that does some handholding for them as well as after they have gotten a mech or two under their belt and some experience customizing it and using it.

#770 Kunae

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Posted 05 September 2013 - 05:39 AM

View PostTarzilman, on 05 September 2013 - 05:21 AM, said:


Sorry, if you got it that way. I just wanted to prevent some counter posts from that special group of founders that seem to boast of this prestigious object. Didn't mean every founder.

Nah... you're just a bigot against most founders. The few you know are alright guys, as long as they "know their place".

#771 Binbo Gami

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Posted 05 September 2013 - 05:45 AM

I must admit that I think this patch is great. It is a huge move forward to establishing an enjoyable game balance.

I`m not so happy with the charge up mechanism on the gauss but that is mainly because it seems annoying and difficult to use for new player and those that are inebriated ( I mean who in their right mind would make it more difficult for the drunks to pilot mechs, there would be no frr for starters)

Personally I would like to see the removal of ghost heat (try to balance the boating of weapons individually rather as a confusing group, i don`t think anyone needs to think about a confusing heat nerf band-aid when designing their mechs).

other than that the thing I need/want most in this game is cw, I need a reason to fight. Give it to me in an enjoyable manner and I will give you more money than i can reasonably afford whenever I am coherent enough to enter my credit card number.

cheers

#772 Masterzinja

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Posted 05 September 2013 - 06:01 AM

I am actually a little surprised that there isn't more talk about the minimum range on PPCs. It seems like a very clunky, non-intuitive change that has no bearing in either TT, or the dozen other games from the mechwarrior franchise. I can't think that slowing down the shots and increasing the heat (again) weren't enough to "balance" this weapon, but then to apply it only to the standard PPC and not the ERPPC makes it even stranger. If it's a weapon only for snipers then you will ONLY ever take the ERPPC for the improved damage at range, or something that you can actually use to defend yourself against a face-rushing Jagger who runs straight at you with mgs/ac-20's blazing at your face.

Minimum range on PPCs makes no sense in any way I can conceive, and only hurts the diversity of the weapons we will see used. Can we please reverse it ASAP?

#773 Kunae

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Posted 05 September 2013 - 06:06 AM

View PostMasterzinja, on 05 September 2013 - 06:01 AM, said:

I am actually a little surprised that there isn't more talk about the minimum range on PPCs. It seems like a very clunky, non-intuitive change that has no bearing in either TT, or the dozen other games from the mechwarrior franchise. I can't think that slowing down the shots and increasing the heat (again) weren't enough to "balance" this weapon, but then to apply it only to the standard PPC and not the ERPPC makes it even stranger. If it's a weapon only for snipers then you will ONLY ever take the ERPPC for the improved damage at range, or something that you can actually use to defend yourself against a face-rushing Jagger who runs straight at you with mgs/ac-20's blazing at your face.

Minimum range on PPCs makes no sense in any way I can conceive, and only hurts the diversity of the weapons we will see used. Can we please reverse it ASAP?

Um... 90m minimum range on standard PPC's is TT canon.

Investigate things before making ignorant statements about them, please.

Edited by Kunae, 05 September 2013 - 06:07 AM.


#774 Masterzinja

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Posted 05 September 2013 - 06:10 AM

View PostKunae, on 05 September 2013 - 06:06 AM, said:

Um... 90m minimum range on standard PPC's is TT canon.

Investigate things before making ignorant statements about them, please.


Well, it's been something like 18 years since I last played TT, maybe I'm getting a couple things mixed up. Thanks for the very insightful reply that totally validates the need for making the PPC only seen in trial mech as everyone with a brain swaps them out for ERPPC's which snipe & brawl better than their poor cousins.

(Edit) Besides, if I remember it wasn't so much that they didn't do damage at minimum range, it was that they had inhibitors that prevent the pilot from firing them as targets too close because of the electrical feedback. Pilots could over-ride the inhibitors and risk having the EMP feedback affect their mech by shooting at very clsoe targets. As the game stands you can blaze away at a target all you like at 91 meters, but if it steps closer then suddenly you do no damage at all.

Edited by Masterzinja, 05 September 2013 - 06:16 AM.


#775 TheSteelRhino

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Posted 05 September 2013 - 06:11 AM

View PostMasterzinja, on 05 September 2013 - 06:01 AM, said:

I am actually a little surprised that there isn't more talk about the minimum range on PPCs. It seems like a very clunky, non-intuitive change that has no bearing in either TT, or the dozen other games from the mechwarrior franchise. I can't think that slowing down the shots and increasing the heat (again) weren't enough to "balance" this weapon, but then to apply it only to the standard PPC and not the ERPPC makes it even stranger. If it's a weapon only for snipers then you will ONLY ever take the ERPPC for the improved damage at range, or something that you can actually use to defend yourself against a face-rushing Jagger who runs straight at you with mgs/ac-20's blazing at your face.

Minimum range on PPCs makes no sense in any way I can conceive, and only hurts the diversity of the weapons we will see used. Can we please reverse it ASAP?


90 m min range on PPC is tabletop. Just confirming for you. Er ppc came later and didn't have min as it is newer tech. New heat levels are also TT.

#776 Kunae

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Posted 05 September 2013 - 06:30 AM

View PostMasterzinja, on 05 September 2013 - 06:10 AM, said:


Well, it's been something like 18 years since I last played TT, maybe I'm getting a couple things mixed up. Thanks for the very insightful reply that totally validates the need for making the PPC only seen in trial mech as everyone with a brain swaps them out for ERPPC's which snipe & brawl better than their poor cousins.

(Edit) Besides, if I remember it wasn't so much that they didn't do damage at minimum range, it was that they had inhibitors that prevent the pilot from firing them as targets too close because of the electrical feedback. Pilots could over-ride the inhibitors and risk having the EMP feedback affect their mech by shooting at very clsoe targets. As the game stands you can blaze away at a target all you like at 91 meters, but if it steps closer then suddenly you do no damage at all.

If you'd actually have read through this thread, you'd have seen that I already brought this up, very early in it.

90m minimum is better than not having it, but they need to put in a "cannot fire" trigger if the reticule is on something under 90m.

#777 Rhaythe

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Posted 05 September 2013 - 06:31 AM

View PostKomtur, on 05 September 2013 - 03:32 AM, said:

Jagermech with 2 gauss - a really fun machine .

But NOW ... useless!

See an enemy ... load the weapon ... wait ... fire ...... hits nothing.
When brawl starts ... also useless with this time shift.


I'll have to disagree. I still pilot my dual-gauss, 4 med-laser build. I constantly get 450-600 points of damage. The gauss is now no longer a reliable brawler weapon. Which, considering it's meant to be the sniper rifle of the game, that's a feasible mechanic.

Unfortunately, Jagers with ONLY dual-gauss are now snipers-only. So if you were relying on gauss for a brawling weapon, yes, it's now an invalid build.

#778 TheSteelRhino

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Posted 05 September 2013 - 06:33 AM

View PostMasterzinja, on 05 September 2013 - 06:10 AM, said:


Well, it's been something like 18 years since I last played TT, maybe I'm getting a couple things mixed up. Thanks for the very insightful reply that totally validates the need for making the PPC only seen in trial mech as everyone with a brain swaps them out for ERPPC's which snipe & brawl better than their poor cousins.

(Edit) Besides, if I remember it wasn't so much that they didn't do damage at minimum range, it was that they had inhibitors that prevent the pilot from firing them as targets too close because of the electrical feedback. Pilots could over-ride the inhibitors and risk having the EMP feedback affect their mech by shooting at very clsoe targets. As the game stands you can blaze away at a target all you like at 91 meters, but if it steps closer then suddenly you do no damage at all.


I see lots of regular ppc's. Or at least prior to this patch. They actually have their uses. 90 m minimum isnt THAT hard to achieve in a reasonably fast and maneuverable chassis. Of course if you are in a 50 something kph mech then. That is another story....

#779 Kraven Kor

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Posted 05 September 2013 - 06:33 AM

The 90m minimum range was a +2 to hit modifier and the weapon did full damage if it hit.

The fluff description was about the danger of feedback at close range, and an inhibitor to prevent such.

"Canon" Solution: PPC's split damage between target and firing mech under 90m in the same scale that they used to reduce damage. At 45 meters, you would be doing 5 damage to yourself and 5 damage to the enemy mech. But then NOBODY would use them.

So I don't know what to suggest, but "PPC's do 0 damage under 90 meters then magically do full damage at 90 meters or beyond" is just pants-on-head silly to me. Your opinion may vary.

#780 Tarzilman

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Posted 05 September 2013 - 06:36 AM

View PostKunae, on 05 September 2013 - 05:39 AM, said:

Nah... you're just a bigot against most founders. The few you know are alright guys, as long as they "know their place".


Thank you for reminding me of my (own) opinion! So, could you please tell what exactly "their place" is? At least you seem to assess me better than I know myself.

Edited by Tarzilman, 05 September 2013 - 06:39 AM.






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