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Patch Day - November 19Th - LIVE!


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#161 Geek Verve

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Posted 19 November 2013 - 01:29 PM

View PostNuclearPanda, on 19 November 2013 - 12:20 PM, said:

And for the record, LB's don't need a buff.

:)

View PostVictor Morson, on 19 November 2013 - 12:21 PM, said:

If they want to be remotely worth the tonnage of an AC/5 or even AC/10, they do.

View PostNuclearPanda, on 19 November 2013 - 12:24 PM, said:


They're definitely worth the tonnage when you factor in crit damage. *shrugs*

Strip the armor with something else and then lay into them with LB's. They're quite effective if you use them properly.

What DOES need adjusting are pulse lasers and SRMs/Hit Detection in general.

I agree completely. I think a lot of players view the LB as merely a shotgun. The fact is they are crit-seeking machines - like you said - when used properly. It's a nice bit of variance from the simple dps vs. hps vs. weight vs. critical slots algorithm. The LB 10-X (and MG, though I've not acquired a taste for that one yet) actually offers a bit of a twist to the "pull trigger / watch heat gauge" play style.

#162 CyclonerM

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Posted 19 November 2013 - 01:32 PM

Quote


Killed a Dev? Show it off!


I have killed Matt in his Blackjack once, will i get a cockpit item? :)

#163 arghmace

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Posted 19 November 2013 - 01:38 PM

Looks like the faction banners can only be equipped where holograms and statues are. So basically you dropped the cockpit item slots from 3 to 2? What do I do with my flags now? Really hope this is a bug or something.

#164 OneEyed Jack

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Posted 19 November 2013 - 01:39 PM

View Postverybad, on 19 November 2013 - 10:47 AM, said:

Looks like the Atlas might be even tougher. Though that won't help XL Atlases.

If you run XL in an Atlas, you're already beyond help.

But it certainly won't make them any tougher, except in the sense of zombie/stick, since an Atlas has always worried more about the impending loss of side torsos. It doesn't really matter how long it takes them to kill you if you have no weapons.

View PostHuskerUK, on 19 November 2013 - 10:51 AM, said:


I don't play Atlas but surely you'd want a bigger CT and smaller Side Torsos as they get ripped off all the time, its pretty much what I aim for on an atlas, you can take 3/4 of its firepower most of the time. Is the CT that much of a problem? Like I said I don't play Atlas so if its a simple 'yes' then fair doos.

You are pretty much correct. I don't see that any change to the Atlas hit boxes was called for besides the pelvic region. The arms have always been plenty large enough for shielding, and all the torsos have always been easy enough to hit at will if not shielded.

View PostHighlet, on 19 November 2013 - 11:11 AM, said:


Wasn't the issue with Ravens the streaks center torso seeking?

No. It was having Streaks at all combined with ECM. Since Streaks were broken at the time (splash damage broken on all missiles) they were by far the top weapon against Lights.... except where those Lights had ECM and were impervious to them. This was combined with wonkey hit boxes that caused issues similar to what we've been dealing with on the Spider. Together, they made Ravens the epitome of Light mechs, and all the "dedicated Raven pilots" were flat sure it was just their own skill allowing them to survive things the more mobile Jenners couldn't.

And then they fixed the hit boxes:


Admittedly the leg boxes were/are probably a bit much, since HSR was added later to address the general problems with hitting Lights.

View PostPropagandaWar, on 19 November 2013 - 11:56 AM, said:

Not if your in the bubble

That's because if you're in the bubble, your mech can't communicate with the missiles. Either the missiles have to have on-board guidance, in which case they'd have no lock while in a bubble, not having TAG built into each missile and all. Or they have to receive telemetry from the mech, which they can't do through ECM jamming. Either way, mech in active bubble = no lock.

#165 SgtMaster

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Posted 19 November 2013 - 01:44 PM

was hoping the gyro module would improve on JumpJet Shake.... it does not, reticule still causes nausea...

waiting for the 2/2 improved version if any coming...

wasted cbills and GXP...

#166 Mordynak

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Posted 19 November 2013 - 01:44 PM

WOO HOO!! The blurry {Scrap} has gone from the mechbay! Hopefully the mechs blurring in game has gone too. Thanks PGI!

#167 MrBlonde42

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Posted 19 November 2013 - 01:45 PM

View Postarghmace, on 19 November 2013 - 01:38 PM, said:

Looks like the faction banners can only be equipped where holograms and statues are. So basically you dropped the cockpit item slots from 3 to 2? What do I do with my flags now? Really hope this is a bug or something.

View PostGarth Erlam, on 19 November 2013 - 09:33 AM, said:

Cockpit Items Changes
  • Converted all mounted items to standing items.
  • Converted the following items to our new mounted cockpit items:
    • Christmas Lights.
    • Chinese Lanterns.
    • Halloween Lights.
    • 3050 Banner.
    • 3050 Balloons.
  • Now users can have a standing item, hanging item and mounted item (see above).
Hanging items are now standing items. New Hanging items rolling out, and all of them will be viewable most of the time.

Edited by MrBlonde42, 19 November 2013 - 02:54 PM.


#168 New Day

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Posted 19 November 2013 - 01:45 PM

View PostGeek Verve, on 19 November 2013 - 01:08 PM, said:

I always kind of chuckle whenever I hear someone complain about plans announced for MWO prior to 9/17/13...you know, the date it launched. Prior to that date, they didn't owe you anything. The game was in beta. If you chose to sink money into the game during beta, well more power to you. We tend to spend money on things we enjoy. I would have as well, had I known about the game at that point. For all intents and purposes, any time spent waiting for *anything* during a game's beta period just doesn't doesn't count. There are no guarantees in beta.

The day the game launched, the clock started ticking on their getting CW implemented, as it was supposed to be included at launch but was delayed. Now it is reasonable to make claims regarding our patience or lack thereof in the matter of it being *two* months late at this point.

Like I said, the game that launched is a blast to play in its current version. Time will tell whether or not it has enough staying power to last until CW comes out. If I'd started playing last December in beta, perhaps I'd be getting bored with it as well, but I can't see how it would make much sense complaining that they let me play their game early enough that I got tired of it by launch. In that respect, I'm glad it only landed on my radar a few months ago.

TL;DR: Nothing announced, nerfed, added, removed, etc. during beta matters. It's a poor basis for an argument.

it was supposed to be added in january, but no problem you're only off by what 9 months?
It matters because they set a date. Saying it's a beta isn't and never was a blanket excuse to do as you please, especially to the founders to whom you promised things.

Edited by NamesAreStupid, 19 November 2013 - 01:46 PM.


#169 Highlet

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Posted 19 November 2013 - 01:48 PM

View PostOneEyed Jack, on 19 November 2013 - 01:39 PM, said:

No. It was having Streaks at all combined with ECM. Since Streaks were broken at the time (splash damage broken on all missiles) they were by far the top weapon against Lights.... except where those Lights had ECM and were impervious to them. This was combined with wonkey hit boxes that caused issues similar to what we've been dealing with on the Spider. Together, they made Ravens the epitome of Light mechs, and all the "dedicated Raven pilots" were flat sure it was just their own skill allowing them to survive things the more mobile Jenners couldn't.

And then they fixed the hit boxes:

Admittedly the leg boxes were/are probably a bit much, since HSR was added later to address the general problems with hitting Lights.


Well time will tell on the changes but I'm pretty sure it isn't going to affect good spider pilots as much as many people think it will due to some irrational hate for a pixel robot. Especially since hitboxes were maybe a small part of the problem while the main culprit is convergence and registration. People seem to have such a bad taste in their mouth from spiders that they won't be happy until the mech is relegated to being the AWS of lights.

Edited by Highlet, 19 November 2013 - 01:49 PM.


#170 PropagandaWar

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Posted 19 November 2013 - 01:50 PM

View PostOneEyed Jack, on 19 November 2013 - 01:39 PM, said:

If you run XL in an Atlas, you're already beyond help.

But it certainly won't make them any tougher, except in the sense of zombie/stick, since an Atlas has always worried more about the impending loss of side torsos. It doesn't really matter how long it takes them to kill you if you have no weapons.


You are pretty much correct. I don't see that any change to the Atlas hit boxes was called for besides the pelvic region. The arms have always been plenty large enough for shielding, and all the torsos have always been easy enough to hit at will if not shielded.


No. It was having Streaks at all combined with ECM. Since Streaks were broken at the time (splash damage broken on all missiles) they were by far the top weapon against Lights.... except where those Lights had ECM and were impervious to them. This was combined with wonkey hit boxes that caused issues similar to what we've been dealing with on the Spider. Together, they made Ravens the epitome of Light mechs, and all the "dedicated Raven pilots" were flat sure it was just their own skill allowing them to survive things the more mobile Jenners couldn't.

And then they fixed the hit boxes:


Admittedly the leg boxes were/are probably a bit much, since HSR was added later to address the general problems with hitting Lights.


That's because if you're in the bubble, your mech can't communicate with the missiles. Either the missiles have to have on-board guidance, in which case they'd have no lock while in a bubble, not having TAG built into each missile and all. Or they have to receive telemetry from the mech, which they can't do through ECM jamming. Either way, mech in active bubble = no lock.

I know this. derp. Oh and The crow you tube. Yeah that's our motto.

Edited by PropagandaWar, 19 November 2013 - 01:51 PM.


#171 Grothaus

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Posted 19 November 2013 - 01:51 PM

There was nothing wrong with spiders,.... the prob is more or less with bad players with poor aim and poor judgement, who can barely hit anything thats not standing still or moving slow.... let alone focusing on specific components...

I love my spider, and Im not here to QQ,... im not surprised at all that PGI is "fixing" spiders,... this is pretty common in games like this "the squeeky wheel gets the oil"... enough bad players have complained about spiders being to hard to hit, because they themselves suck... its pretty simple... and PGI of course will appease the whiny QQ carebear weaklngs.... same old same old.

no matter, i jumped on my jenner the other night and immediately did 1.1k damage, next match i got 7 kills, so yea.... i guess ill start playing my jenner more, and give all you whiny QQers something to really cry about.....

Heres a suggestion to improve this game. I use to play a game called Dark Ages of Camelot. One of the great things about that game.... other then the fact it had real community warfare... was the fact it kept track of so many different stats, for each player, guilds, etc... and also made those stats viewable by anyone.....

Of course there will always be QQ, and developers will always feel pressure to nerf or buff certain classes/mechs based on how much people cry and complain.... the grass is always greener on the other side, and not only that, people generally like to cry and whine about other classes/mechs they dont pilot themselves, hoping that they will do better when others get nerfed... oh yea and no one likes to admit they suck, .... no that cant be, it has to be because other classes/mechs are OP or thier mech is broken.... its not me,..... same old same old

When any player can actually look at the numbers, look at the global ratios, etc... it makes the whole process of "fixing" classes more fair.... honest.... ( only prob is its not carebear/QQ friendly, and makes its harder for bad players to be both dillusional to themselves and also convince others they a good when thier not....)

example,

Billy QQs on the forums about how broken his favorite class is, and how he gets killed so often, and his dps is nothing compared to X, Y, or Z class.

Response, what about Fred and Sally, they play your class and look at their numbers,... look at the global numbers, percentages, ratios for your class based on others.... you just suck Billy,.....

Do i think this game will ever have viewable stats, both personal and global?... No. All the QQers/carebears would come out the woodwork like roaches,... or end up leaving because now they cant QQ without getting called out, people can look at their stats and know they just arent good players.... then next thing you know their easy button favorite mech is the one getting nerfed and not other way around..... PGI doesnt want to lose all those bad players... or money, wont happen

bottomline,

Thank you PGI for appeasing the spider QQers, most of them are poor pilots and need all the help they can get.... obviously ELO isnt working good enough.... maybe PGI can boost up individual pilots, their damage, and HPs based on how bad they suck?.... like a golf handicap.... this might make all the unskilled/poor pilots feel good about themselves without having to unnecessarily buff/nerf mechs....

only thing is, if your effected by a handicap, everyone can see it/know it.... which might not promote the delusional state of mind QQers need to feel good about themselves and continue playing/spending money....

anyway im done here.... QQ more, just know... all you whiney QQers, will always suck, and even if people cant see it..... YOU know it... deep down...

As a prefered light pilot, im afraid of other good pilots out there, no matter what mech thier in, they can really hurt me bad as a spider,.... even kill me in one shot with no previous damage while im moving at 150kph.... good forsight, aim,... and im toast... but fortunatly for me, the majority of players dont have the skill to do that.... thats not gonna change

for all you QQers... no amount of nerfs or buffs will make me fear you, ... so prepare to keep QQing like you always have and always will.... its not the game, its YOU.... only option....GO BUFF YOURSELF!

#172 I_Garrosh Hellscream_I

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Posted 19 November 2013 - 01:52 PM

I'm just excitied to be able to jump into a Shadow Hawk. My poor Missile Cat will have time to lounge around, for now.

#173 Heffay

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Posted 19 November 2013 - 01:52 PM

View PostGrothaus, on 19 November 2013 - 01:51 PM, said:

There was nothing wrong with spiders,....


So you're suggesting PGI changed the hitbox on spiders and admitted they were a problem only because the playerbase was complaining about them?

#174 MonkeyCheese

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Posted 19 November 2013 - 01:52 PM

View PostOneEyed Jack, on 19 November 2013 - 01:39 PM, said:


Admittedly the leg boxes were/are probably a bit much, since HSR was added later to address the general problems with hitting Lights.




I think they need to undo that for the raven legs now.

#175 anubis969

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Posted 19 November 2013 - 01:53 PM

View PostMonkeyCheese, on 19 November 2013 - 01:22 PM, said:

Please update the visual hitboxes in the mechlab when you update them, quite frustrating.

Those aren't hitboxes you are seeing in the mechlab. So for PGI to update them they would have to implement them first :). But that won't happen because, for better or worse, PGI has stated that they do not intend to publish 'mech hitboxes.

#176 DyDrimer

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Posted 19 November 2013 - 01:54 PM

I seem to think my spider will be just fine after this patch since i just did a run in it and I did about as good as i usually do in it and i even hung around to fight.

#177 OneEyed Jack

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Posted 19 November 2013 - 01:54 PM

View PostGrothaus, on 19 November 2013 - 01:51 PM, said:

There was nothing wrong with spiders,.... the prob is more or less with bad players with poor aim and poor judgement, who can barely hit anything thats not standing still or moving slow.... let alone focusing on specific components...

Yes. That's exactly the problem causing shots to bounce off of Spiders, often when they're standing still. :)

#178 Geek Verve

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Posted 19 November 2013 - 01:56 PM

View PostCapperDeluxe, on 19 November 2013 - 01:01 PM, said:

damage is not an indication of how deadly a mech is, mostly that it can shoot everything else off of a mech before finally killing it. The best way to kill a mech is to take it down fast, not piecemeal.

Damage isn't a reliable indication, but it is certainly a supporting factor, especially when you consider how much of that damage came from things like component destruction. Exploding a gauss rifle or couple tons of ammo will take a mech down pretty fast, too. :)

View PostDeathlike, on 19 November 2013 - 01:11 PM, said:

TBH, it was promised in one of the videos that Bryan was recorded in. CW was to be released at around launch, but as we know, none of that happened (things were pushed back, as they normally are).

It's hard to not dispute this when the visual evidence has been there all on the Internets. (I'm sure someone will help me/you out by posting a link).

No one is disputing that it was said and repeated. I'm just saying that time spent waiting for it during beta really doesn't carry much weight. If you want to complain about the two months you've been waiting for it since launch, that's more than valid.

#179 BOWMANGR

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Posted 19 November 2013 - 01:58 PM

I can already hear the worldwide laments of 'easymode' Spiders everywhere. Good, goooood, let the noobness flow through you.

#180 OneEyed Jack

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Posted 19 November 2013 - 02:03 PM







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