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Oct. 15Th - Servers LIVE! (With Patchnotes)


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#101 Dashwood Fox

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Posted 15 October 2013 - 10:54 AM

Excited for most things here but the the RVN-2X and 4X buffs are a little weak. 295XL cap would have been better.

#102 Fiveohmike

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Posted 15 October 2013 - 10:54 AM

Anyone think this will fix spiders:
  • Fixed an issue where certain 'Mech components would return a wrong index when they were hit with a ballistic or missiles, this would result in dealing damage to the wrong component.
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#103 Destructicus

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Posted 15 October 2013 - 10:54 AM

View PostWill I Am, on 15 October 2013 - 10:52 AM, said:

is this not the appearance of the mechs, k2's showing gauss or ac20's so on so forth?

This
I want this
I want it to mean this

#104 Zolaz

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Posted 15 October 2013 - 10:55 AM

They should stop partying as hard over at PGI or whatever they are doing and finish CW and UI 2.0.

#105 Bilbo

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Posted 15 October 2013 - 10:55 AM

View PostSharp Spikes, on 15 October 2013 - 10:51 AM, said:

This means that single air/artillery strike shell can insta-kill a mech if it will hit head. And with XL-equipped 20-30t lights a hit to side torso will be enough. Two 40 dmg hits to side torso will kill almost anything with an XL engine. Nice.
4-man team on comms can concentrate (4+4)*400=3200 points of damage on a small area. Even Nicer.
Lights will now run at approximately 170 kph and I can't see anything in the patch notes about fixes to HSR|hit detection. Just imagine 4 spiders running at 169,3 kph, each of them equipped with air AND artillery strike... Excellent. Most f*cking impressive. "Children, this is Armageddon" ©


You can only use them one at a time. If the other team sits there long enough for you to get them all off, I guess they will deserve what they get.

#106 Java Junkie

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Posted 15 October 2013 - 10:55 AM

If it makes you feel better, AC 20's tend to blow off my SDR-5D's left arm. Now if I only had a reason for having a left arm......

#107 StillRadioactive

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Posted 15 October 2013 - 10:56 AM

View PostSgtKinCaiD, on 15 October 2013 - 10:47 AM, said:


Can someone tell me what it is exactly ?


LOD is Level of Detail. Basically, the game displays a less detailed model of other mechs when you get farther away to save resources, because you wouldn't be able to see any of the small details anyway.

#108 OmegaWraith

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Posted 15 October 2013 - 10:56 AM

Quote

is this not the appearance of the mechs, k2's showing gauss or ac20's so on so forth?

View PostDestructicus, on 15 October 2013 - 10:54 AM, said:

This
I want this
I want it to mean this

This has been in for quite some time now.

Edited by OmegaWraith, 15 October 2013 - 10:57 AM.


#109 Roadbeer

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Posted 15 October 2013 - 10:56 AM

View PostBillTheTurnip, on 15 October 2013 - 08:52 AM, said:

New mechs and nothing else

GREAT PATCH GUYS!


Reading comprehension = FAIL

#110 Wintersdark

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Posted 15 October 2013 - 10:57 AM

View PostSharp Spikes, on 15 October 2013 - 10:51 AM, said:


This means that single air/artillery strike shell can insta-kill a mech if it will hit head. And with XL-equipped 20-30t lights a hit to side torso will be enough. Two 40 dmg hits to side torso will kill almost anything with an XL engine. Nice.
4-man team on comms can concentrate (4+4)*400=3200 points of damage on a small area. Even Nicer.
Lights will now run at approximately 170 kph and I can't see anything in the patch notes about fixes to HSR|hit detection. Just imagine 4 spiders running at 169,3 kph, each of them equipped with air AND artillery strike... Excellent. Most f*cking impressive. "Children, this is Armageddon" (C)


Air and artillery strikes share a cooldown.

Damage isn't done to one spot but is spread across a target, so artillery strikes are not going to oneshot anyone.

#111 POWR

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Posted 15 October 2013 - 10:57 AM

View PostDestructicus, on 15 October 2013 - 10:54 AM, said:

This
I want this
I want it to mean this

It's not, and many mechs already show these and more do as time moves forward.

#112 AvatarofWhat

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Posted 15 October 2013 - 10:58 AM

It seems like a good patch, im just worried about artillery strike being overpowered for a module that weighs nothing. A leap from 10 to 40 damage seems excessive, why not see if 20 or 30 is enough first?

#113 TitanFall

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Posted 15 October 2013 - 10:58 AM

Nice patch guys !

Love this game :)

Ready for Locust night.

#114 Capt Jester

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Posted 15 October 2013 - 10:59 AM

Updating and maintenance for 2 hours? I WANNA PLAY!!! ARGH!!!

#115 Darth Futuza

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Posted 15 October 2013 - 10:59 AM

Quote

We've been reading your feedback and have tweaked the end-of-round screen.

So...no more ready button?

#116 Spokig

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Posted 15 October 2013 - 10:59 AM

I want my Battlemaster´s!

#117 Nehkrosis

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Posted 15 October 2013 - 11:00 AM

Soon, Brothers, SOON.

#118 Leifanator

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Posted 15 October 2013 - 11:00 AM

ETA?

Shinies need shining!

#119 PoLaR

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Posted 15 October 2013 - 11:00 AM

View PostDarth Futuza, on 15 October 2013 - 10:59 AM, said:

So...no more ready button?


The ready button takes place before the match...

#120 Corralis

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Posted 15 October 2013 - 11:01 AM

View PostDarth Futuza, on 15 October 2013 - 10:59 AM, said:

So...no more ready button?

End of round screen not start of round screen.





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