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Patch Day Nov. 5Th is LIVE!


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#341 Arend

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Posted 06 November 2013 - 02:19 AM

Well, to sum it up:

Hero Catapult = ok
Champion Blackjack = great
Seismic Nerf = ok
UAV Reward = ok
Catapult Weapon Visuals = fail
Fire Selected Group" removed = epicfail

#342 J4ck4l

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Posted 06 November 2013 - 03:41 AM

View PostDirePhoenix, on 05 November 2013 - 03:34 PM, said:

Really? Having a keybind to fire the selected weapon group is 'one of the most important features of the game'? I don't even know anyone that uses that for anything but 'Group 1' anyway.


Yes for me (us) it is. I like to build all kind of different mechs. Sometimes with up to 6 different weapon groups, all with their own use during batle. Sometimes 3 groups for a cold map and the other 3 for a hotter map. Sometimes for firing a sequence of weapons say: "Fire LBX to blind target a bit, then lasers for precise dmg, then SRMs if target is still close." Ofcourse this can be achieved with different fire weapon group X buttons aswell, but i don't like that. Yes i use alpha-strike builds aswell at times, but to me they tend to get boring. Being able to swith between different groups is therefore a big thing for me and others. Please also note that alot of players (both new and old) have been used to scrolling through weapons in other FPS games from day one. Think of all the cars that have manual gearchanging and they would suddenly remove the stick (or better comparison: Flippers.) and put 6 buttons on the dashboard to shift gears. Imho, it would make no sense at all for the people that are used to shifting with flippers at the wheel.
Each player has their own playstyle, which is perfectly fine. But nerfing one group like this is not the way things should be in my opinion.
Regardless of the arguments above. Why would they remove an option like this? It's not like it is hurting anyone, or making the game unfair? I just fail to see the logic behind this. I do hope you and others understand why we are rather pissed at this removal of this option. So if you could protest with us, that would be awesome!

Regards,

J.

#343 Fooooo

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Posted 06 November 2013 - 04:27 AM

View PostMad Pig, on 05 November 2013 - 11:44 PM, said:

Removed the key binding option "Fire Selected Weapon Group". Seriously? Come on now... that's like taking away your Canadian Bacon and replacing it with plain Bacon. Undo this please.


I havent updated yet but others have said its still there, you just will have to goto the options and rebind it the way you want.



Personally, I bound my Left Shift key to the fire selected weapon group binding, and usually had group 6 selected with it. (for my ac's or any main torso weapon really but mainly for ac/20 on atlas, single erppcs on a torso etc etc) So it really wouldn't effect me as I would just rebind left shift to group 6.

However if it HAS been totally removed, as in you cannot rebind a key to it unless you recreate the actionmap linked to the command, that would be a little silly imo. There really is no reason to remove it. (if that is the case.......others have said its still there just not bound to mouse 1 anymore by default). Im sure many people use it in the default way.

I guess really, if it has not actually been removed, they should change the wording in the patch notes to

"Unbound Fire selected weapongroup from mouse 1. Mouse 1 now is bound to Fire Group 1. Mouse 2 is Fire Group 2. (Fire selected weapongroup now has no binding by default and to use it will have to have a key assigned in the options menu.) "

Edited by Fooooo, 06 November 2013 - 04:29 AM.


#344 Dark Rooster

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Posted 06 November 2013 - 04:46 AM

I tested out the UAV bonus yesterday in a few matches with my teammates and though so far have yet to make 40 k cbills in one match to cover the expense of a uav the xp bonuses were nice. I was hoping to see more people using these modules to assist in taking out the enemy but alas just like putting BAP in ones mech to counter nasty DDC's and other ecm carrying mechs no one wants to do that either but they have no problem complaining about ecm mechs and not being to hit covered mechs. Highest cbill bonus I got was around 12k in one match for using the uav. Though not a lot it was decent to have and by me and my team carrying these it helped us out immensely in winning most of our matches yesterday.

#345 Bloodweaver

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Posted 06 November 2013 - 05:12 AM

View PostXtremWarrior, on 06 November 2013 - 12:59 AM, said:

Even the key re-mapping... Who said it was irreversible? It's written that you can map the key yourself!

It IS irreversible. It doesn't matter what's "written." You do not have the option for a "Fire Selected Weapons Group" key. It is gone. Go into the game and try it out.

Understand now?

How funny that you would be so quick to call the people who are actually being accurate, "no-brainers."

Edited by Bloodweaver, 06 November 2013 - 05:13 AM.


#346 NuclearPanda

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Posted 06 November 2013 - 05:25 AM

View PostTomoth Amon, on 06 November 2013 - 04:46 AM, said:

I tested out the UAV bonus yesterday in a few matches with my teammates and though so far have yet to make 40 k cbills in one match to cover the expense of a uav the xp bonuses were nice. I was hoping to see more people using these modules to assist in taking out the enemy but alas just like putting BAP in ones mech to counter nasty DDC's and other ecm carrying mechs no one wants to do that either but they have no problem complaining about ecm mechs and not being to hit covered mechs. Highest cbill bonus I got was around 12k in one match for using the uav. Though not a lot it was decent to have and by me and my team carrying these it helped us out immensely in winning most of our matches yesterday.


See, this is the problem I have and was dreading.

UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.

UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.

I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.

For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.

#347 Helwintr

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Posted 06 November 2013 - 05:33 AM

I play with a few friends who I didn't realize till now actually used the fire select weapon group command. the game has become unplayable for them. and frankly I want to play with my friends in this game. why would you guys (PGI) removed something such a harmless option? you're just shooting yourselves in the collective foot by pulling stuff like this unannounced. and the graphic customization for catapult is terrible. i'm not sure if you guys actually look at what you're putting in this game. the K2 updates are ok. but the C4 and A1 have suffered horribly cause of the poor quality stuff you bolted on to it. if you want to make the mech more visually correct just make it so the ears on the catapults changes size to reflect the amount of missile tubes. don't just tack on secondary launchers that look really crappy. please give back the fire select weapon group and remove the missile customizations from the catapults and put on something reasonable.

#348 Dark Rooster

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Posted 06 November 2013 - 06:08 AM

View PostNuclearPanda, on 06 November 2013 - 05:25 AM, said:


See, this is the problem I have and was dreading.

UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.

UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.

I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.

For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.


Oh I knew I would more than likely not make my money back on the uav's that I buy but if it helps me and my team win a victory and helps me level up some mechs I'm working on with bonus xp then hey I'm Kool and the Gang with it. But of course I was using uav's before we got the bonus c-bill and xp for using them. So I guess I am grateful for what little bit I do get from them.

Edited by Tomoth Amon, 06 November 2013 - 06:08 AM.


#349 CyclonerM

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Posted 06 November 2013 - 06:11 AM

Or maybe give us the possibily to switch weapon groups with the mouse wheel, which seems more than resonable to me..

#350 Morang

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Posted 06 November 2013 - 06:21 AM

View PostJ4ck4l, on 06 November 2013 - 03:41 AM, said:

Regardless of the arguments above. Why would they remove an option like this?

Because they want to enter console market. Consoles can't handle customisable controls. PIG either just wants to test game balance without advantages offered by selecting weapon groups on the fly before making console port, or they plan to run cross-platform servers and will gradually remove any advantages PC players can have over console players.

#351 mechbane

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Posted 06 November 2013 - 06:27 AM

what a mistake I made buying the jester its useless as a hero mech. (and yes iv got other cats that out perform the jester in all sorts of ways) come on guys give it a tweek! like add a ballistic slot at least

#352 NuclearPanda

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Posted 06 November 2013 - 06:31 AM

View Postmechbane, on 06 November 2013 - 06:27 AM, said:

what a mistake I made buying the jester its useless as a hero mech. (and yes iv got other cats that out perform the jester in all sorts of ways) come on guys give it a tweek! like add a ballistic slot at least


Its fast, it has jumpjets, custom paint and a 30% CBill boost. In my mind it'd be lethal with 2xLL's and 4xML's if piloted properly. Just my opinion.

#353 Barantor

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Posted 06 November 2013 - 06:32 AM

View Postmechbane, on 06 November 2013 - 06:27 AM, said:

what a mistake I made buying the jester its useless as a hero mech. (and yes iv got other cats that out perform the jester in all sorts of ways) come on guys give it a tweek! like add a ballistic slot at least


I'm finding it a lot of fun and getting good return on it. It does have JJs and double ams... so I guess that isn't a tweek?

Put a bigger engine in it.

#354 JudgeDeathCZ

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Posted 06 November 2013 - 06:38 AM

I am happy with xp bonus for use UAV.It will help XPing up my Locusts bcuz I have plenty of c-bills to spare :) .
Those launchers on Catapults looks weird namely with 6xSSRM2...do we rly need those additional strap-ons for 6 tubes?Also I do not like that bay doors no longer hide all launchers.
Oh and nerfing Seismic sensor into oblivion <3 .No longer wall-hack.Yes please :o .
I do not care about key remaping since I used fire selected group for froup 1 anyways and I think every1 is able to remap weapons/keybinding how it works for them...they had to use that key on any bind for any weapons or not? :o .
Overall good patch Imho.

#355 Sir Roland MXIII

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Posted 06 November 2013 - 06:44 AM

View PostFooooo, on 06 November 2013 - 04:27 AM, said:

However if it HAS been totally removed, as in you cannot rebind a key to it unless you recreate the actionmap linked to the command, that would be a little silly imo. There really is no reason to remove it. (if that is the case.......others have said its still there just not bound to mouse 1 anymore by default). Im sure many people use it in the default way.


Hilarious how you're taking one segment of the playerbase's word for this when both you and they have not confirmed the truth on your own - the FACT is that the Fire Selected was REMOVED, and the remap comment in the notes was that Fire Weapon Group One is remappable.

Checking the facts is HARD! :)

View PostMorang, on 06 November 2013 - 06:21 AM, said:

Because they want to enter console market. Consoles can't handle customisable controls. PIG either just wants to test game balance without advantages offered by selecting weapon groups on the fly before making console port, or they plan to run cross-platform servers and will gradually remove any advantages PC players can have over console players.


Copy-pasted from Patch Feedback:

The irony is that anyone who claims this was done to make it portable to consoles didn't think through what they were saying before they said it, because the one key per group system is completely unusable on a console.

Don't believe me? Go look at a playstation controller. Note the two thumbsticks, and the number and placement of buttons. Four buttons for the right thumb, and two top triggers for each pointer finger. So, eight buttons total. That means 6 of those dedicated to Pretty Goddamm Incompetent's new brainless weapon firing scheme.

There's a problem there. See it? It has to do with the thumbs...

If you said, those four thumb buttons are unusable you would be correct. Remember - MW would need BOTH thumbstick controls, meaning that those four thumb buttons won't be used in-game. So that leaves the top triggers, at which point the only firing scheme available would be this - two triggers to select weapon group and one to fire.

Irony isn't that none of you thought of that... it's a sad fact that most don't think things through before they speak. No, the irony is that the only way to play MW:O on a console is the control scheme Pretty Goddamm Inane just killed.

Edited by Sir Roland MXIII, 06 November 2013 - 06:45 AM.


#356 Feetwet

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Posted 06 November 2013 - 07:03 AM

View PostNuclearPanda, on 06 November 2013 - 05:25 AM, said:


See, this is the problem I have and was dreading.

UAV costs quite a lot of equip and use. I don't expect to make exactly the amount of money spent on the consumable back, but if used properly you should be making at LEAST half of it back if not more.

UAV costs what, like 40k? I would say if you're getting the bonuses for detection, LRMs hitting detected mechs, etc that you should make around 25-30k.

I do not expect UAV to be a "money maker". In fact no consumable should be one honestly. This game is F2P, it's a grind, we all know this. If you want to use a consumable, then do so, but do not expect to be fully reimbursed for it. It gives an advantadge for a reason, and that reason is not for you to make money off of it's use.

For the record, I frequently use Artillery Strikes at 40k a pop and I get nothing in return other than kills and damage. I would like to see some bonuses myself for using Artillery, but I never expect to make 45k from using it in a match.


This is my thoughts exactly. I am having enough trouble grinding cbills as it is and it is even harder when I play a light mech. No I don't expect it to be a money maker but I don't really want to throw money away either. Its just not worth it.

S

#357 Heffay

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Posted 06 November 2013 - 07:27 AM

View PostSir Roland MXIII, on 06 November 2013 - 06:44 AM, said:

There's a problem there. See it? It has to do with the thumbs...

If you said, those four thumb buttons are unusable you would be correct. Remember - MW would need BOTH thumbstick controls, meaning that those four thumb buttons won't be used in-game. So that leaves the top triggers, at which point the only firing scheme available would be this - two triggers to select weapon group and one to fire.


They probably wouldn't use the four thumb buttons to fire additional weapon groups. It'll be for things like coolant flush, UAV and Airstrike/artillery strike. The bumpers can be used to switch weapon groups. Not sure how they'll do jump jets... maybe left control push down, and when activated it goes into arm lock mode and the right controller changes aspect? No torso twisting in the air. Or maybe one of the bumpers can be jump jets, and the other scrolls the triggers through weapon groups.

Not a very clear way on how to include all the functions of the current client into a controller. Even if this is the plan, there are more things to do than the controller allows.

#358 MWHawke

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Posted 06 November 2013 - 07:28 AM

View PostVela Terentius, on 05 November 2013 - 11:43 AM, said:

I don't really care if Seismic was OP or not considering anyone who invested some time into the game could get one (any technology facing its equivilant is merely a mutual advantage to both sides, and does not, therefore, make either side over powered), BUT from a design and engineering perspective, that thing was impossible and it's nice to see that it's been changed into something that could actually function and exist based on real-world physics and technology..... that said.... from the exact same design and engineering perspective, the trickshot mechanism in the Gauss Rifle lends to the idea that the thing is made with the worlds shittiest parts (ei. capacitors that literally can't hold a charge, and complete failure of any auto-recharge function that should be standard in a field weapon like that) to the point that approaching it with the same level of realism that seems to be given to most of the rest of the game, and now the siesmic sensor, you can only really laugh and know that whatever corporation or industrial hot-shot in the Battletech universe got the contract to mass produce those Gauss in thier current itteration, really really shouldn't have, or at least would have been told by all militaries looking to buy them to go back to thier d*** drawing board before expecting any self respecting government to pay money for the weapon...


So, engineering expert.. how does a battlemech work in real life again???

#359 Heffay

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Posted 06 November 2013 - 07:33 AM

View PostMWHawke, on 06 November 2013 - 07:28 AM, said:

So, engineering expert.. how does a battlemech work in real life again???


The game shouldn't be balanced or developed on the real world. The gameplay should dictate design, and having modules that are complex and situational makes for good gameplay. If they have benefits with limitations in various circumstances, then it'll provide good players a way to have an additional advantage over someone who just sees a red dot on their screen and reacts.

#360 DirePhoenix

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Posted 06 November 2013 - 08:32 AM

View PostJ4ck4l, on 06 November 2013 - 03:41 AM, said:


Yes for me (us) it is. I like to build all kind of different mechs. Sometimes with up to 6 different weapon groups, all with their own use during batle. Sometimes 3 groups for a cold map and the other 3 for a hotter map. Sometimes for firing a sequence of weapons say: "Fire LBX to blind target a bit, then lasers for precise dmg, then SRMs if target is still close." Ofcourse this can be achieved with different fire weapon group X buttons aswell, but i don't like that. Yes i use alpha-strike builds aswell at times, but to me they tend to get boring. Being able to swith between different groups is therefore a big thing for me and others. Please also note that alot of players (both new and old) have been used to scrolling through weapons in other FPS games from day one. Think of all the cars that have manual gearchanging and they would suddenly remove the stick (or better comparison: Flippers.) and put 6 buttons on the dashboard to shift gears. Imho, it would make no sense at all for the people that are used to shifting with flippers at the wheel.
Each player has their own playstyle, which is perfectly fine. But nerfing one group like this is not the way things should be in my opinion.
Regardless of the arguments above. Why would they remove an option like this? It's not like it is hurting anyone, or making the game unfair? I just fail to see the logic behind this. I do hope you and others understand why we are rather pissed at this removal of this option. So if you could protest with us, that would be awesome!

Regards,

J.

Switching weapon groups is not like switching gears. In cars you have to go through gears sequentially. You don't have to fire or switch weapon groups sequentially

Your way: firing Group 1 and switching to and firing Group 3 takes 4 steps (regardless of using arrow keys or 'Select Next Group' button):
  • 1) Fire Selected Group (Group 1)
  • 2) Select Next Group (Group 2)
  • 3) Select Next Group (Group 3)
  • 4) Fire Selected Group (Group 3)
New way: firing Group 1 then firing Group 3 takes 2 steps:
  • 1) Fire Group 1
  • 2) Fire Group 3
In order to fire Group 1 again without just hitting the 'Fire Group 1' key, you must either plow through 'Select Next Group' to get through to the other side using another 5 steps, or have another key/button bound to 'Select Previous Group' and use another 3 steps.

Edited by DirePhoenix, 06 November 2013 - 08:46 AM.






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